Bay 12 Games Forum

Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: bloop_bleep on November 22, 2017, 11:49:04 pm

Title: New release !!SCIENCE!!
Post by: bloop_bleep on November 22, 2017, 11:49:04 pm
Post your !!SCIENCE!! about the new release here. The intention of this is to give the wiki writers material to work with and to produce a sort of a manual for other players to refer to. I'll participate as well, if I can.
Title: Re: New release !!SCIENCE!!
Post by: Codyo on November 23, 2017, 12:07:48 am
I'm wondering if anyone else has been getting a crash when you generate worlds past 50 years.
Seems to crash after you accept a world and it is finishing placing Sites.
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on November 23, 2017, 12:12:54 am
I'm wondering if anyone else has been getting a crash when you generate worlds past 50 years.
Seems to crash after you accept a world and it is finishing placing Sites.
I get a crash near the end of a 125-year worldgen when it's "finalizing sites."
Title: Re: New release !!SCIENCE!!
Post by: Ultimuh on November 23, 2017, 12:26:21 am
Try genning pocket-sized worlds.
Yeah its kind of boring, but it seem to work for me.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on November 23, 2017, 12:28:36 am
It's a bit hit and miss right now. One cause has already been found, so we'll be a bit more stable tomorrow hopefully.
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on November 23, 2017, 12:31:07 am
Okay, got it to work with very short history, which means the only artifacts in the world are slabs. Oh well.

I made a squad and set it to retrieve the closest slab.

Preliminary pictures.

Spoiler: Civilization screen (click to show/hide)

Spoiler: Retrieval mission (click to show/hide)


Will see what happens.

EDIT:
Update. Mission Test has returned. With the fucking slab. These completely novice, random peasant dwarves just cleared a vault and got the slab. I think this counts as a bug. Anyone care to report it?

(https://i.imgur.com/WrKrbQ9.png)
(https://i.imgur.com/e4AVOx1.png)

Two interesting things to note:

Title: Re: New release !!SCIENCE!!
Post by: Torchwood202 on November 23, 2017, 12:44:15 am
Goblins demand an identity instead of attacking on sight?

“Weeeelllll good sir / ma’m / thing, I happen to live here! Glory to... er... our civ!”
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on November 23, 2017, 12:47:56 am
Ooh, cool thing -- in the Reports screen it lists the Mission Report as an entry. It shows the path that your dwarves took and lists the events that transpired.

(https://i.imgur.com/NwKhWTV.png)
(didn't include the map because the image would be too big)

I still think it's really OP that the squad managed to sneak into a vault without being detected.

I wonder how many slabs I can steal before I'm caught?

EDIT: A dwarf is carrying a log that he was holding off the map. What will happen, I wonder?

EDIT 2: They have returned. Successfully, again. The guy with the log has brought it back with him, and now has the slab in his inventory too.
Title: Re: New release !!SCIENCE!!
Post by: Ultimuh on November 23, 2017, 12:52:54 am
I wonder how many slabs I can steal before I'm caught?
"Return the slab!"
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on November 23, 2017, 01:06:59 am
They returned again... but this time, with two slabs??? Maybe one of them was carrying one earlier, but I made sure the log guy put his in the stockpile....

EDIT: Another slab. This time, I trained up two war dogs for them to use. Perhaps they will get detected if they have war dogs with them?

EDIT 2: Nope. I have another slab now.

Interesting observation -- one of the dwarves is completely covered in water, despite not being this way before. Perhaps he waded through some water on his voyage and thus got wet?
Title: Re: New release !!SCIENCE!!
Post by: Bumber on November 23, 2017, 01:24:34 am
I wonder how many slabs I can steal before I'm caught?
"Return the slab!"
http://www.bay12forums.com/smf/index.php?topic=162750.0
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on November 23, 2017, 01:29:16 am
Two people just came to the fort asking for "sanctuary."

(https://i.imgur.com/F1QXuwl.png)

Seems an awful lot like a spy. Should I accept?

EDIT: Uh..... guys..... I tried to find these people in the unit menu.... but I couldn't find them.... and it turns out they are my dogs.

My dogs are asking to stay in the fortress for "sanctuary." Very, very weird bug.
Title: Re: New release !!SCIENCE!!
Post by: Ultimuh on November 23, 2017, 01:30:55 am
Seems an awful lot like a spy. Should I accept?
Sounds like it could lead to ¤FUN¤
edit: And that means yes.
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on November 23, 2017, 01:32:06 am
The question remains.... should I or shouldn't I accept?
Nevermind, answered in edit. Let's hope it doesn't crash.

Already many strange bugs found.

EDIT: Hmm...nothing changed....other than that the dogs don't follow their owners out of the map anymore. They're still listed as pets and are in the livestock unit menu and everything.

EDIT 2: No wait they did follow them.

EDIT 3: Okay, got all the slabs in the world. Am now waiting for the goblins to siege me for them.

EDIT 4: My dogs asked for sanctuary.... again. I made a copy of the save this time so it can be provided for bugfixing reasons if need be.

EDIT 5: Holy shit, just discovered ~50 z-level tall cavern.
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on November 23, 2017, 02:06:14 am
Equipping squad with weapons and sending them out to raid ~50 pop gobbo site. Will return with results.

EDIT: Um... one of my dwarves just inexplicably vanished from the military screen... doesn't say "traveling" like it did before or anything... not a good sign.

EDIT: Raid was successful but one dwarf died.

(https://i.imgur.com/mHKOWhh.png)
Title: Re: New release !!SCIENCE!!
Post by: Ultimuh on November 23, 2017, 02:19:08 am
I wonder.. Does any tilesets even need to be updated? Or will most work just fine in this version?
Title: Re: New release !!SCIENCE!!
Post by: Urlance Woolsbane on November 23, 2017, 04:07:00 am
My dogs are asking to stay in the fortress for "sanctuary." Very, very weird bug.
In all fairness, this sounds like fairly realistic canine behavior. Did you perchance send their owners off on a raid? The poor doggywogs might not realize they're coming back...
Title: Re: New release !!SCIENCE!!
Post by: hostergaard on November 23, 2017, 04:42:59 am
I am thinking sending squads of on impossible quests might be a good way to get rid unwanted migrants.

I am further considering its application in trash disposal. Just need to figure out how to load up the doomed dwarfs with all my unwanted stuff.
Title: Re: New release !!SCIENCE!!
Post by: Insert_Gnome_Here on November 23, 2017, 06:30:04 am
When I'm free, I'm going to see whether I can nick a Necromancer slab from a tower and make everyone necros.
Title: Re: New release !!SCIENCE!!
Post by: wierd on November 23, 2017, 07:45:09 am
The slab is not too useful in fort mode (or at least, has not been so in the past.)  What you want is a BOOK. :P
Title: Re: New release !!SCIENCE!!
Post by: PatrikLundell on November 23, 2017, 07:55:38 am
I am thinking sending squads of on impossible quests might be a good way to get rid unwanted migrants.

I am further considering its application in trash disposal. Just need to figure out how to load up the doomed dwarfs with all my unwanted stuff.
Expendable dorf expedition trash disposal seems very over complicated, given that you normally have the garbage trucks (a.k.a. caravans), dumping into magma, and, loading dorf up and dumping into magma options. Of course, it's valid !SCIENCE! to do it once just to see if it works.

I wonder.. Does any tilesets even need to be updated? Or will most work just fine in this version?
Pedestals and display cabinets are new to this version, so some kind of handling of those is needed. It may very well be that they get displayed with the image of something else, though, and many tile sets thus may still be usable, but I haven't tried.

Edit: There's an alpha LNP for the new DF with (not yet updated) tile sets...
Title: Re: New release !!SCIENCE!!
Post by: wierd on November 23, 2017, 08:06:55 am
I am wondering if friendly necromancer dwarves will use their powers while on artifact raids. They are kinda only useful for having undead cleanup crews in Fort Mode (at least in my experience), but if they can bring the !FUN! when out and about and under AI control, that would be interesting.
Title: Re: New release !!SCIENCE!!
Post by: 90908 on November 23, 2017, 09:25:31 am
PTW
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on November 23, 2017, 10:01:27 am
Two people just came to the fort asking for "sanctuary."

(https://i.imgur.com/F1QXuwl.png)

EDIT: Uh..... guys..... I tried to find these people in the unit menu.... but I couldn't find them.... and it turns out they are my dogs.

My dogs are asking to stay in the fortress for "sanctuary." Very, very weird bug.

Strong indication it is linked to the worldgen animal recruits i think. Or the dog got recruited as a spy by a goblin civilisation, all and all very weird PTW & linked it to mantis (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6708#c36918).

A question - was that dog's name acquired after or before the petition? And are they still called "Stray Dog" and unnamed despite being given a formal dwarven name in the petition screen? Some more detail would be great please.
Title: Re: New release !!SCIENCE!!
Post by: Urist McVoyager on November 23, 2017, 10:52:38 am
Was it frequent before that you'd get at least one visitor before you even set up a meeting hall, let alone a tavern? I've got a bard in RomanceGears that popped up early.
Title: Re: New release !!SCIENCE!!
Post by: MCreeper on November 23, 2017, 10:58:37 am
Yep, got more then 7 visitors before getting meeting hall. Never happened before, bug of this version.
Title: Re: New release !!SCIENCE!!
Post by: Witty on November 23, 2017, 11:10:50 am
I'm wondering if anyone else has been getting a crash when you generate worlds past 50 years.
Seems to crash after you accept a world and it is finishing placing Sites.

Crash seems to be related to the game's screen size of all things. If you let worldgen run through with the default windowed mode, it'll avoid the crash (from what I've seen, at least).
Title: Re: New release !!SCIENCE!!
Post by: Urist McVoyager on November 23, 2017, 11:25:28 am
Yep, got more then 7 visitors before getting meeting hall. Never happened before, bug of this version.

I set my tavern to private so people could just socialize. I've had that bard still here, and now a Monster Hunter. So at least those guys work now!

ETA: Also getting a lot more people with the full fishing skill suite active. And had a couple legendary crafters pop up. Which makes me think they probably did some artifact building of their own. Did Toady ever say that artifact generation was upped?
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on November 23, 2017, 11:41:19 am
To clarify, the dogs were war-trained and were sent off with their owners on raids. In fact, I think they requested "sanctuary" again every time they returned from a raid.

Will upload the save when I get a chance.

EDIT:
I'm wondering if anyone else has been getting a crash when you generate worlds past 50 years.
Seems to crash after you accept a world and it is finishing placing Sites.

Crash seems to be related to the game's screen size of all things. If you let worldgen run through with the default windowed mode, it'll avoid the crash (from what I've seen, at least).
Really? I'll try that now.
Title: Re: New release !!SCIENCE!!
Post by: Dustin on November 23, 2017, 11:58:07 am
quick question for your science, Do you notice any kind of fps differences when not sending missions and while a mission is underway?
Title: Re: New release !!SCIENCE!!
Post by: MCreeper on November 23, 2017, 12:10:03 pm
New feature (?) - dwarf visitors can come in already cave adapted.
New feature - they can bring their artifact goat bone statues with them. Game will recognize them as creators of artifact, but buggily - it will say just "Creator of"
Title: Re: New release !!SCIENCE!!
Post by: Witty on November 23, 2017, 12:18:33 pm
On top of the usual fey moods, fell moods also occur during worldgen - complete with the murder of a fellow dwarf. 
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on November 23, 2017, 12:36:52 pm
No FPS drop was detected during the missions; it stayed at 100 FPS the whole way through.
Title: Re: New release !!SCIENCE!!
Post by: h27kim on November 23, 2017, 12:43:00 pm
Curious if the ghosts of the dwarves who died offsite come back to their old homes for haunting....
Title: Re: New release !!SCIENCE!!
Post by: Hiarhu on November 23, 2017, 12:47:17 pm
I just had my first Artifact made in the new version. A "bulky" silk cloak. The creator claimed it as a personal treasure. Has anyone else seen this? My military is off the map right now so I can't see if I can assign it to someone. Anyone know if this can happen with more valuable to the fortress artifacts like real armor or weapons? I don't want to have to bump off a brand new legendary weaponsmith to get the artifact they created.
Title: Re: New release !!SCIENCE!!
Post by: ☼Another☼ on November 23, 2017, 01:05:30 pm
Caves, or kobold caves at least, seem somewhat broken. I visited one as an adventurer, and found no entrance, so I embarked on one, and there is no entrance either. Also, my dwarves now have ~24 GCS listed as pets, so I'm digging down to them to see what the kobold caves look like. However, my FPS  is listed as 0 (0) so it might take a while. Something I noticed is that kobold caves look different on the embark map, like a fortress, but with the cave symbol in the middle now.

Posting from phone so I apologize for any formatting issues, but I need to have nothing running on my computer.
EDIT: Grammar
EDIT: There is a cave actually, I just couldn't find it.
EDIT: I found the kobold caves! No kobolds yet, but I may have just pierced the wrong part.

Pictures and a 'video' of the caves:

A gallery on imgur (https://imgur.com/gallery/u2MxC)

(https://i.imgur.com/COIswZd.png)
(https://i.imgur.com/PDdGkT6.png)
(https://i.imgur.com/Mo2dEcF.png)
(https://i.imgur.com/Lmcjc99.png)
(https://i.imgur.com/BufWbGp.png)
(https://i.imgur.com/M9o0zQk.png)
(https://i.imgur.com/0e47G0F.png)
(https://i.imgur.com/3RwA5dQ.png)

You can't see it, but in the last image, if you go down a z-level, there are kobold eggs. I can add the image in a little bit.

Movie (https://mkv25.net/dfma/movie-2851-koboldcave)

Here is a movie of the entrance *(requires flash play 9)
Title: Re: New release !!SCIENCE!!
Post by: omada on November 23, 2017, 04:09:36 pm
PTW
Title: Re: New release !!SCIENCE!!
Post by: Eschar on November 23, 2017, 06:04:32 pm
-snip-

It looks like kobolds put all their traps in the corners of rooms. They're almost useless arranged like that.
Title: Re: New release !!SCIENCE!!
Post by: Paxiecrunchle on November 23, 2017, 06:37:24 pm
PTW
Title: Re: New release !!SCIENCE!!
Post by: Urist McVoyager on November 23, 2017, 06:41:02 pm
-snip-

It looks like kobolds put all their traps in the corners of rooms. They're almost useless arranged like that.

It's either a bug or emergent gameplay. Think of it this way. A kobold is trap immune, but dodging and falling cancel that. The kobolds might actively design that way with the assumption that a kobold guard is going to be there in the center, forcing someone to dodge onto the traps. As for why not trap the entire place . . . they might want safety zones for when they're the ones falling.

It most likely is a bug to be fixed, but we'd be remiss if we didn't explore the possibility that they did it themselves through logical thinking.

I THINK dodging works that way. I know falling does, so it still counts for that.
Title: Re: New release !!SCIENCE!!
Post by: Ultimuh on November 23, 2017, 08:04:44 pm
What would the best world gen options be for having a world with multiple ages?
Assuming that the game won't crash during world gen.
Title: Re: New release !!SCIENCE!!
Post by: ☼Another☼ on November 23, 2017, 10:10:51 pm
If you look at the video, you'll notice that they have multiple choke-points where it's a one tile wide bridge between two pits with traps at the bottom. Also, all the weapons are coated with GCS venom.
Title: Re: New release !!SCIENCE!!
Post by: Ultimuh on November 23, 2017, 11:42:54 pm
I just genned a world and took a look at the legends.
Most of the artifacts seem to be shields.

edit:
Another world seem to have mostly Jewelry artifacts.
Seems like each gen seem to favor one type of item more than others.

Title: Re: New release !!SCIENCE!!
Post by: Ggobs on November 24, 2017, 01:08:52 am
PTW
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on November 24, 2017, 05:56:37 am
I just genned a world and took a look at the legends.
Most of the artifacts seem to be shields.

edit:
Another world seem to have mostly Jewelry artifacts.
Seems like each gen seem to favor one type of item more than others.

Bug possibly, i had a human civilization exclusively favor making linen goods and that was the only set of artifacts produced in about 70 years in worldgen (3 articles for the same person)
Title: Re: New release !!SCIENCE!!
Post by: Urlance Woolsbane on November 24, 2017, 06:29:49 am
Does anyone have any idea of the extent of belief systems at present? They're used by prophets (or agents disguised as such) and may simply be limited to the whole "Urist McDeity is displeased and will destroy the world" shtick.
Title: Re: New release !!SCIENCE!!
Post by: oldmansutton on November 24, 2017, 10:13:00 am
Has anyone figured out how to build pedestals yet?  I can build display cases, but can't seem to find pedestals.
Title: Re: New release !!SCIENCE!!
Post by: Nyxalinth on November 24, 2017, 11:39:30 am
I'm wondering if anyone else has been getting a crash when you generate worlds past 50 years.
Seems to crash after you accept a world and it is finishing placing Sites.

Yup, I had this just last night. I think Today might have fixed it, though. After this fort has its inevitable Fun cycle, I'll download the patched version.
Title: Re: New release !!SCIENCE!!
Post by: Sethatos on November 24, 2017, 11:55:30 am
Just for fun, I loaded Archcrystal into 44.02. Runs fine so far. I've even sent a squad out to retrieve a necromancer book from the tower to the northwest and bring it back to my library.

Spoiler (click to show/hide)
Title: Re: New release !!SCIENCE!!
Post by: MCreeper on November 24, 2017, 11:55:56 am
How do monster hunters work now? How they SHOULD work?
Title: Re: New release !!SCIENCE!!
Post by: Nyxalinth on November 24, 2017, 12:15:18 pm
Has anyone figured out how to build pedestals yet?  I can build display cases, but can't seem to find pedestals.

How did you figure out how to make a display case? I can't seem to figure what it wants regarding a window.

On to my own science. !!Science!!. early trading sessions seem to show that merchants are much pickier. Dorf caravan wouldn't take my uncut gems, and the elves didn't want my stone amulets, though they sure liked my mugs.
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on November 24, 2017, 01:01:24 pm
How do monster hunters work now? How they SHOULD work?

They should start arriving after your first forgotten beast encounter generally (atleast A. if you survive & B. It is indeed working right)
Title: Re: New release !!SCIENCE!!
Post by: ☼Another☼ on November 24, 2017, 01:20:48 pm
It wants a glass window. Display cases are a glass window and a wooden log, while you can also build pedestals with only a single log.
Title: Re: New release !!SCIENCE!!
Post by: iquare on November 24, 2017, 02:22:35 pm
They should start arriving after your first forgotten beast encounter generally (atleast A. if you survive & B. It is indeed working right)
I had monster slayers very early in the game, even prior to cavern breaching. One of them descended to caverns later and started to attack cavern creatures (or at least tried to).

You can make the wooden pedestals at Carpenter's workshop and rock at Craftsdwarf's workshop. I presume there are also metal pedestal made in Metalsmith's forge.
Title: Re: New release !!SCIENCE!!
Post by: Pancakes on November 24, 2017, 05:12:50 pm
The stocks screen in fortress mode is in alphabetical order now, unless that was an option somewhere that I never saw before
Title: Re: New release !!SCIENCE!!
Post by: thvaz on November 24, 2017, 05:31:17 pm
The stocks screen in fortress mode is in alphabetical order now, unless that was an option somewhere that I never saw before

I dont remeber it as such...there was some others interface improvements also, filtering in conversations is working a lot better now.
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on November 24, 2017, 05:50:50 pm
Oh jeez, the new identity requirements has wreaked all hell coming loose with animal regressions causing beak dogs to go ape pseudo asking for identities then killing them without a response.

Quote from: Urlance Woolsbane
It gets worse: Unintelligent creatures also demand identities. Just visit a Dark Fortress and bask in the surreality of paranoid groups of beak dogs and trolls going at it with each other.

0010346: NPCs demanding other characters identify themselves in a loop (http://www.bay12games.com/dwarves/mantisbt/view.php?id=10346)
Title: Re: New release !!SCIENCE!!
Post by: Starver on November 24, 2017, 05:57:09 pm
I wonder how many slabs I can steal before I'm caught?
"Return the slab!"
I imagine this is your reference (https://www.youtube.com/watch?v=ut23WARAm7A).

If not, it still is in my head; at least until you cause me to discover/remember what you actually meant...  ;)
Title: Re: New release !!SCIENCE!!
Post by: Ultimuh on November 24, 2017, 08:19:43 pm
I wonder how many slabs I can steal before I'm caught?
"Return the slab!"
I imagine this is your reference (https://www.youtube.com/watch?v=ut23WARAm7A).

If not, it still is in my head; at least until you cause me to discover/remember what you actually meant...  ;)
Actually, this was my reference (https://www.youtube.com/watch?v=kKnC674-ZDU). So no, not exactly the thing you remember.

edit: But yeah, do remember the thing you remember.
Title: Re: New release !!SCIENCE!!
Post by: ☼Another☼ on November 24, 2017, 09:26:54 pm
Fake identities may show up in dwarves thoughts as "(indentity)", but I'm not sure.

(I've gotten three elves since I started the fort, and it's only been at most 3 months. now a 'bard' carrying a spear has shown up.)
Title: Re: New release !!SCIENCE!!
Post by: Ultimuh on November 25, 2017, 03:49:36 am
In my very latest world gen (I restart a lot), it seems like an thousand year old female Ettin roams the land and claims all the artifacts she can get her hands on. They all seem to be her family heirlooms now.
She haven't claimed all existing artifacts.. Yet.
Title: Re: New release !!SCIENCE!!
Post by: Urist McVoyager on November 25, 2017, 08:43:52 am
The stocks screen in fortress mode is in alphabetical order now, unless that was an option somewhere that I never saw before

Toady listed that as one of the features of this release. Alphabetical stocks.
Title: Re: New release !!SCIENCE!!
Post by: Maul_Junior on November 25, 2017, 04:48:16 pm
this is gonna be fun.

tart at year 2, claim ALL THE ARTIFACTS. all the necro books. all the slabs.

Damn it, this is added to my wanting to do a "capture all the Forgotten Beasts" challenge for myself.
Title: Re: New release !!SCIENCE!!
Post by: wierd on November 26, 2017, 12:51:28 am
I have been giving serious thought to the "Capture *ALL* original books" agenda, a-la historical Alexandria. Might be fun.
Title: Re: New release !!SCIENCE!!
Post by: Urist McVoyager on November 26, 2017, 08:26:43 am
Did silver crafts always come two to a bar, or did it used to be three? Because I just used a couple bars and only got four crafts out of them.
Title: Re: New release !!SCIENCE!!
Post by: Pancakes on November 26, 2017, 12:46:54 pm
If I'm not mistaken, craft making can produce 1-3 objects from 1 reagent
Title: Re: New release !!SCIENCE!!
Post by: Urist McVoyager on November 26, 2017, 08:42:46 pm
Oh good. So there's a chance for three.
Title: Re: New release !!SCIENCE!!
Post by: oldmansutton on November 26, 2017, 11:09:43 pm
It wants a glass window. Display cases are a glass window and a wooden log, while you can also build pedestals with only a single log.

Yes, but which workshop has the option to actually build the pedestal.  I can't see, to find it.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on November 26, 2017, 11:41:06 pm
It wants a glass window. Display cases are a glass window and a wooden log, while you can also build pedestals with only a single log.

Yes, but which workshop has the option to actually build the pedestal.  I can't see, to find it.
Carpenter.
Title: Re: New release !!SCIENCE!!
Post by: NCommander on November 27, 2017, 06:02:28 am
Just for fun, I loaded Archcrystal into 44.02. Runs fine so far. I've even sent a squad out to retrieve a necromancer book from the tower to the northwest and bring it back to my library.

Did display cases and pedestals show up in Archcrystal? If not, it likely needs the same whack to the head that bookcases required. I'm not hugely inclined to work on DFHack porting, but I'm lurking in channel. As soon as we find the world struct and get a pre-alpha build, I can probably get THOSE working too. Course I'd need a narrative reason to justify Id's return :)
Title: Re: New release !!SCIENCE!!
Post by: oldmansutton on November 27, 2017, 09:52:24 am
It wants a glass window. Display cases are a glass window and a wooden log, while you can also build pedestals with only a single log.

Yes, but which workshop has the option to actually build the pedestal.  I can't see, to find it.
Carpenter.

Well then I may very well have a bug.  Because on a brand new worldgen for .44, it's not showing up under carpenter.  Display Case does, but not pedestal.
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on November 27, 2017, 10:03:06 am
Try the crafts shop under woodcrafting, it could be there as thats a alternative place to get furniture.
Title: Re: New release !!SCIENCE!!
Post by: Urist McVoyager on November 27, 2017, 11:38:59 am
I think it should be under the carpenter. I have to pass it every time I make a wheelbarrow.
Title: Re: New release !!SCIENCE!!
Post by: Sethatos on November 27, 2017, 11:47:40 am
Just for fun, I loaded Archcrystal into 44.02. Runs fine so far. I've even sent a squad out to retrieve a necromancer book from the tower to the northwest and bring it back to my library.

Did display cases and pedestals show up in Archcrystal? If not, it likely needs the same whack to the head that bookcases required. I'm not hugely inclined to work on DFHack porting, but I'm lurking in channel. As soon as we find the world struct and get a pre-alpha build, I can probably get THOSE working too. Course I'd need a narrative reason to justify Id's return :)

I only tested it out briefly in 44.02 just to see some of the new features. I'm playing it on 43.05 until 44 is a bit further down the iteration line. But here's what I noticed what was missing:

-Yeah no Pedestals or Display cases
-No option for a museum location
-You can send squads out to go retrieve artifacts, but they will just come back a day after leaving the map because there are no taverns in the world for them to seek out rumours, (because the world was built in 40.24)

I'll wait until a later version to try again and then give you the save to fool around with.

On the plus side, we started off the day by killing hundreds of elves, so there's that.

(https://i.imgur.com/pEIXAZp.jpg)

Title: Re: New release !!SCIENCE!!
Post by: Urist McVoyager on November 27, 2017, 11:51:13 am
I did notice the lack of museums when adding a tavern to my first fort's dining hall, but I figured that might have been related to zoning and rooms and only be available to certain room types. I do have the option for pedestals and display cases but haven't done anything with them because I have yet to last long enough for an artifact in the first place.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on November 27, 2017, 04:17:18 pm
'q' sets museums. Same as most other rooms (dining rooms, statue gardens, bedroom, barracks etc). It's not a zone, they can go inside zones. Normal working version of vanilla 44.02 has pedestals in the carpenter's workshop.
Title: Re: New release !!SCIENCE!!
Post by: oldmansutton on November 27, 2017, 05:48:47 pm
I think it should be under the carpenter. I have to pass it every time I make a wheelbarrow.

Try the crafts shop under woodcrafting, it could be there as thats a alternative place to get furniture.

No pedestal in either of these places.  Display case in Carpenter, but not pedestal.

Example:

Spoiler (click to show/hide)

If somebody DOES have, can they post a screenshot showing it?
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on November 27, 2017, 05:52:12 pm
That's weird. Will post mine when I get home if this thread stays dead until then.

This isn't a save carried over from 43.05, is it?
Are npc sites getting pedestals in adventurer? You can't miss them, they're all over the place now.
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on November 27, 2017, 07:04:30 pm
Are you playing on a 43 save in the new version? Or ported over the fortress save from that version to the new one?

The entity needs to have [TOOL:ITEM_TOOL_PEDESTAL] & [TOOL:ITEM_TOOL_DISPLAY_CASE] which came with the patch & would be generated on creating a new world in 44.x
Title: Re: New release !!SCIENCE!!
Post by: oldmansutton on November 27, 2017, 07:16:54 pm
Are you playing on a 43 save in the new version? Or ported over the fortress save from that version to the new one?

The entity needs to have [TOOL:ITEM_TOOL_PEDESTAL] & [TOOL:ITEM_TOOL_DISPLAY_CASE] which came with the patch & would be generated on creating a new world in 44.x

This is a world genned in v44.01.  I've since copied the save over to v44.02.  But no, it's not a 43 version.  The first thing I did was make a new world, start fresh, you know? 

Edit:  Plus... the display cases are there.  Just not the pedestal.  I'm gonna try to gen another world fresh in both v44.01 and v44.02, see if maybe it was something that got fixed, maybe it was a bug in .01?

Edit2:  Nope.  No pedestal in a fresh world in either one.

Edit3:  No pedestal in a fresh install either.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on November 27, 2017, 10:26:35 pm
Are you playing on a 43 save in the new version? Or ported over the fortress save from that version to the new one?

The entity needs to have [TOOL:ITEM_TOOL_PEDESTAL] & [TOOL:ITEM_TOOL_DISPLAY_CASE] which came with the patch & would be generated on creating a new world in 44.x

This is a world genned in v44.01.  I've since copied the save over to v44.02.  But no, it's not a 43 version.  The first thing I did was make a new world, start fresh, you know? 

Edit:  Plus... the display cases are there.  Just not the pedestal.  I'm gonna try to gen another world fresh in both v44.01 and v44.02, see if maybe it was something that got fixed, maybe it was a bug in .01?

Edit2:  Nope.  No pedestal in a fresh world in either one.

Edit3:  No pedestal in a fresh install either.
Are you using vanilla? If you're using a pack that comes with it's own set of raws, there's a chance the owner may have missed pedestals by mistake.

Re-download vanilla 44.02, don't add anything and try again. Still no pedestals?

(Also, confirm if the tools tags posted above are present in your dwarf raws - pedestals and display cases are seperate).
Title: Re: New release !!SCIENCE!!
Post by: Dracko81 on November 28, 2017, 06:13:48 am
Check in your craftdwarf's workshop under rock.  I can create Pedestals there and in my Carpenters.

I wonder if there is something that happens in world creation that randomises the type similar to instruments.
Title: Re: New release !!SCIENCE!!
Post by: PatrikLundell on November 28, 2017, 07:31:33 am
Just tried an LNP 0.44.02-r02 embark and found both display case and pedestal both in the careful embark preparation menu and in the carpenter shop (the preparation had them in metal and stone as well as wood). I think, however, the pedestal was missing from the carpenter shop in my first embark attempt with 0.44.01, but it can be a case of simply not seeing it (the display case was there, in red, as I had no glass windows).
If it's missing from a vanilla embark a report on the bug tracker and a save on DFFD would be a good idea.
Title: Re: New release !!SCIENCE!!
Post by: oldmansutton on November 28, 2017, 08:19:37 am
Are you using vanilla? If you're using a pack that comes with it's own set of raws, there's a chance the owner may have missed pedestals by mistake.

Re-download vanilla 44.02, don't add anything and try again. Still no pedestals?

(Also, confirm if the tools tags posted above are present in your dwarf raws - pedestals and display cases are seperate).

Just tried an LNP 0.44.02-r02 embark and found both display case and pedestal both in the careful embark preparation menu and in the carpenter shop (the preparation had them in metal and stone as well as wood). I think, however, the pedestal was missing from the carpenter shop in my first embark attempt with 0.44.01, but it can be a case of simply not seeing it (the display case was there, in red, as I had no glass windows).
If it's missing from a vanilla embark a report on the bug tracker and a save on DFFD would be a good idea.

That's about my only thought left before I report a bug.  I'm using PeridexisErrent's alpha Lazy Newb Pack for 44.02, and am wondering if he missed the pedestal in the raw.  I started fresh with a clean install of the latest one last night, that includes Dwarf Therapist (not that I use that part of it).  I believe it's the 44.02r02 one that Patrick mentioned, but mine has no pedestals in any of the workshops.

For anybody saying "Look under XXX workshop"... I've looked.  No pedestals, just display cases.

When I get home tonight I'm going to grab vanilla 44.02 and test.  If that works, I'll let PE know to check his pack.  If it's not showing up in Vanilla, I'll be providing a save and bug tracker report.  I'll keep ya'll posted I guess, we've come this far.  It's going to be about 9 hours before work lets out to try again though.

Shonai_Dweller, which file specifically should I be looking in for the tags, btw?

Edit:  Off topic, but the fort I started in the clean install last night, I had elf visitors coming right after I embarked, visiting my wagon to relax.  Seemed... premature.  Unless they were aggressively idling while my dwarves busted their asses trying to get dug in.

Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on November 28, 2017, 08:24:09 am
Are you using vanilla? If you're using a pack that comes with it's own set of raws, there's a chance the owner may have missed pedestals by mistake.

Re-download vanilla 44.02, don't add anything and try again. Still no pedestals?

(Also, confirm if the tools tags posted above are present in your dwarf raws - pedestals and display cases are seperate).

Just tried an LNP 0.44.02-r02 embark and found both display case and pedestal both in the careful embark preparation menu and in the carpenter shop (the preparation had them in metal and stone as well as wood). I think, however, the pedestal was missing from the carpenter shop in my first embark attempt with 0.44.01, but it can be a case of simply not seeing it (the display case was there, in red, as I had no glass windows).
If it's missing from a vanilla embark a report on the bug tracker and a save on DFFD would be a good idea.

That's about my only thought left before I report a bug.  I'm using PeridexisErrent's alpha Lazy Newb Pack for 44.02, and am wondering if he missed the pedestal in the raw.  I started fresh with a clean install of the latest one last night, that includes Dwarf Therapist (not that I use that part of it). 

For anybody saying "Look under XXX workshop"... I've looked.  No pedestals, just display cases.

When I get home tonight I'm going to grab vanilla 44.02 and test.  If that works, I'll let PE know to check his pack.  If it's not showing up in Vanilla, I'll be providing a save and bug tracker report.  I'll keep ya'll posted I guess, we've come this far.  It's going to be about 9 hours before work lets out to try again though.

Shonai_Dweller, which file specifically should I be looking in for the tags, btw?
\raw\objects\entity_default.txt should have the following tags under the MOUNTAIN entity (Dwarves - should be the first one):
[TOOL:ITEM_TOOL_PEDESTAL]
[TOOL:ITEM_TOOL_DISPLAY_CASE]
and a bit further down the list
[PERMITTED_REACTION:MAKE WOODEN DISPLAY CASE]
Title: Re: New release !!SCIENCE!!
Post by: oldmansutton on November 28, 2017, 08:45:57 am
Thanks Shonai_Dweller.  I'll take a look when I get home tonight, and also try the vanilla install. 

What are your guys' thoughts about there being fortress visitors immediately after embark (literally on the first day of the new fort before any zones/construction/etc).... bug or interesting feature?
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on November 28, 2017, 08:51:39 am
Thanks Shonai_Dweller.  I'll take a look when I get home tonight, and also try the vanilla install. 

What are your guys' thoughts about there being fortress visitors immediately after embark (literally on the first day of the new fort before any zones/construction/etc).... bug or interesting feature?
Bug. A lot of them seem to be spies jumping the gun a little. Although mixed in are genuine monster slayers and beast hunters who perhaps should arrive early as a feature. Not sure. Asked in fotf.
Title: Re: New release !!SCIENCE!!
Post by: oldmansutton on November 28, 2017, 08:55:20 am
Thanks Shonai_Dweller.  I'll take a look when I get home tonight, and also try the vanilla install. 

What are your guys' thoughts about there being fortress visitors immediately after embark (literally on the first day of the new fort before any zones/construction/etc).... bug or interesting feature?
Bug. A lot of them seem to be spies jumping the gun a little. Although mixed in are genuine monster slayers and beast hunters who perhaps should arrive early as a feature. Not sure. Asked in fotf.

Ok, that was kind of my thought as well, but on the other hand, it WAS a bit amusing too.  All the elves coming to lounge around and laugh at the industrious dwarves working so hard.  Kind of feels like the fable of "The Ant and the Grasshopper."  If it's already been reported/asked about though, I'll wait to hear what happens.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on November 28, 2017, 04:18:49 pm
Damn elves. The ones pretending to be monster slayers are annoying. Open up the caverns, hey go hunt, nah, we'll just hang out at the wagon thanks -  invasion of giant cave spiders...

I love reading in Legends about all the fake monster slayers who get killed by forgotten beasts. Ha ha ha...
Title: Re: New release !!SCIENCE!!
Post by: oldmansutton on November 28, 2017, 05:22:02 pm
Ok, the vanilla install, I see pedestals in the carpenter workshop.

Looking at the LNP 44.02r02 raws, the correct entities are in place for the pedestal though.  Weird.

Edit:  Not sure why it's not showing up in the LNP version, since the raws are the same.  And frankly, I find the vanilla mode unplayable without a graphic set.  What to do, what to do...

Edit2:  AH-HA!  This might be it.... the raw in the LNP for item-tool is missing pedestal and display case... going to see what adding those in does.

Final Edit:  That fixes it!  Going to inform PeridexisErrant about this. 

Thanks for the help Shonai!
Title: Re: New release !!SCIENCE!!
Post by: jecowa on November 28, 2017, 07:43:50 pm
Could anyone tell me what Pedestals and Display Cases look like when they they have display items on/in them?

I wonder.. Does any tilesets even need to be updated? Or will most work just fine in this version?

Mayday didn't need to be updated for 44.02, but these graphics packs did:

The latest versions of these can all be downloaded at the graphics repo: https://github.com/DFgraphics

People who were having trouble crafting Display Cases and Pedestals could have been having trouble from using incompatible graphics packs. They can both be crafted from the Carpenter's Workshop, but the Display Case requires that you have some glass windows available.
Title: Re: New release !!SCIENCE!!
Post by: pikachu17 on November 28, 2017, 08:02:39 pm
Is anyone else having a bug of artifact/prisoner seeking squads coming back immediately after everybody leaves, and having an empty report? Also, it seems to crash if you let some, but not all squad members go artifact-raiding.
Title: Re: New release !!SCIENCE!!
Post by: scourge728 on November 29, 2017, 03:16:02 pm
Is there a fix for the crashing during world gen issue yet?
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on November 29, 2017, 04:14:01 pm
Is there a fix for the crashing during world gen issue yet?

Version 0.44.02 was released last Thursday. :D
Title: Re: New release !!SCIENCE!!
Post by: scourge728 on November 29, 2017, 04:15:04 pm
I have it, but am still crashing on world gen
Title: Re: New release !!SCIENCE!!
Post by: pikachu17 on November 29, 2017, 04:44:58 pm
My slightly competent soldiers were captured, so when I got migrants I immediately sent them to rescue the soldiers.
Then I looked at a migrant child's emotions. "She sometimes feels sad at being separated from loved ones". So apparently, children of soldiers can feel remorse about them going on distant missions.
Also, I saw a world-gen artifact made of dirt, though you may have noticed wierd artifact materials.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on November 29, 2017, 04:57:15 pm
I have it, but am still crashing on world gen
When the next version comes out, more crashes will be fixed. It's not out, so, no, obviously it's not been fixed yet.

That said, most people are generating worlds just fine now. I've had one crash in about two dozen worlds generated. I posted the seed of that world which hopefully will help a little to locate the remaining issues. I suggest you do the same.

Next release will be in a few days or a couple of weeks depending on how many of the issues Toady's going to handle before releasing. You can expect between 20-30 updates over the next few months if previous releases are anything to go by.

Right now you're better off testing different combinations of worldgen parameters, seeing what works and reporting what doesn't than trying to play the game. It's not going to be stable for a while (as far as DF is ever 'stable').
Title: Re: New release !!SCIENCE!!
Post by: Jazz Cat on November 30, 2017, 04:10:09 pm
I just had my second artifact of the new release and the creator offered it to my civilization. That means I've got one artifact that's been claimed as an heirloom and one artifact that's been offered to my civ. Any requests/suggestions as to what sort of !SCIENCE! I should do with these? I want to figure out what the difference is but I've never done any !SCIENCE! before.

I've also got the save backed up, so if anyone wants to do some !SCIENCE! of their own I can upload the save to the file depot.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on November 30, 2017, 04:16:49 pm
I just had my second artifact of the new release and the creator offered it to my civilization. That means I've got one artifact that's been claimed as an heirloom and one artifact that's been offered to my civ. Any requests/suggestions as to what sort of !SCIENCE! I should do with these? I want to figure out what the difference is but I've never done any !SCIENCE! before.

I've also got the save backed up, so if anyone wants to do some !SCIENCE! of their own I can upload the save to the file depot.
Usually the next step after an artifact is offered to a civ in worldgen is that it becomes a symbol of the (insert noble position here). First check Legends and see if that's already happened. Then see if you can make it happen manually (put it in the mayor's room or something).

Then, for Science, you could try offering your stolen artifacts to the merchants. They're supposed to recognize that as an 'offered to' event too. Then try offering the heirlooms to the elf merchants and see if the owner reacts badly.
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on November 30, 2017, 05:31:54 pm
I just had my second artifact of the new release and the creator offered it to my civilization. That means I've got one artifact that's been claimed as an heirloom and one artifact that's been offered to my civ. Any requests/suggestions as to what sort of !SCIENCE! I should do with these? I want to figure out what the difference is but I've never done any !SCIENCE! before.

I've also got the save backed up, so if anyone wants to do some !SCIENCE! of their own I can upload the save to the file depot.
Usually the next step after an artifact is offered to a civ in worldgen is that it becomes a symbol of the (insert noble position here). First check Legends and see if that's already happened. Then see if you can make it happen manually (put it in the mayor's room or something).

Then, for Science, you could try offering your stolen artifacts to the merchants. They're supposed to recognize that as an 'offered to' event too. Then try offering the heirlooms to the elf merchants and see if the owner reacts badly.

Do all of these in separate saves, of course. :P Also, check if invading forces will demand the heirloom, and if they do, check how the owner responds in that case as well.
Title: Re: New release !!SCIENCE!!
Post by: scourge728 on November 30, 2017, 06:06:23 pm
A dwarf in a new fortress (the world gen decided not to crash this time) quit doing a job because they were "distressed" and apparently it was because of flies
Title: Re: New release !!SCIENCE!!
Post by: Jazz Cat on November 30, 2017, 06:11:53 pm
Giving an heirloom to the hippie caravan and letting them take it off the map with them doesn't seem to trouble the creator a whole lot. Once I get a mayor, I'll see if I can plop the other artifact in his room and make it a symbol.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on November 30, 2017, 06:19:41 pm
Giving an heirloom to the hippie caravan and letting them take it off the map with them doesn't seem to trouble the creator a whole lot. Once I get a mayor, I'll see if I can plop the other artifact in his room and make it a symbol.
Did you get any additional dialogue regarding that? Just before release Toady said merchants should recognise artifacts for what they are. Or maybe they just react if you try to sell them their own artifacts...
Title: Re: New release !!SCIENCE!!
Post by: Maul_Junior on November 30, 2017, 06:23:14 pm
okay, just copied my game save for legends, gonna use that save to unretire the fort, sell ALL THE ARTIFACTS, then see if I can recover them.
Title: Re: New release !!SCIENCE!!
Post by: Jazz Cat on November 30, 2017, 07:42:18 pm
Did you get any additional dialogue regarding that? Just before release Toady said merchants should recognise artifacts for what they are. Or maybe they just react if you try to sell them their own artifacts...

Oh, yeah I did. If you trade the artifacts, they say something like "We thank you for your offer of Bowdived. We recognize this is not an ordinary trade." And if you offer them as gifts they say something like "Our civilization thanks you for the presentation of Bowdived." Didn't note down the verbatim wording.
Title: Re: New release !!SCIENCE!!
Post by: Maul_Junior on November 30, 2017, 07:54:09 pm
I tried raiding an elven retreat to snatch a book, but it didn't work. dunno if the book that was written there was gone by that point, or if books cannot be grabbed on a raid.
Title: Re: New release !!SCIENCE!!
Post by: Jazz Cat on November 30, 2017, 08:35:49 pm
There's a chance somebody was carrying the book. Didn't Toady say there was a screen where you could check for that?
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on December 01, 2017, 12:25:22 am
Did you get any additional dialogue regarding that? Just before release Toady said merchants should recognise artifacts for what they are. Or maybe they just react if you try to sell them their own artifacts...

Oh, yeah I did. If you trade the artifacts, they say something like "We thank you for your offer of Bowdived. We recognize this is not an ordinary trade." And if you offer them as gifts they say something like "Our civilization thanks you for the presentation of Bowdived." Didn't note down the verbatim wording.
Apparently they also notice if you snatch your artifact back before they leave. :)
Title: Re: New release !!SCIENCE!!
Post by: Maul_Junior on December 01, 2017, 01:44:05 am
so. Elven Caravan at the depot, got my trading done, backed up my save, playing on the backup for this experiment (which will be discarded after the experiment finishes, probably).

Experiment: Offer and Trade an Artifact to the Elves, send someone off to recover it later.

Artifact: Glass vial.

Result: "HOW DARE YOU OFFER US WOOD!"

Wait, what?

....shit. Okay, gotta find a new artifact to offer.


Next up: Billon and Cat Bone short swords.



EDIT: CONFIRMED: If Artifacts, created at a Fortress, are sold off, missions to recover said artifacts are available on the map.


Spoiler (click to show/hide)

......and this day marks the end of "genning up a new world" whenever one of my forts fall.

Yeah, the fort may have fallen, but if I got any candy artifacts, I should be able to quest for them as soon as I start up a new fort.

bahahahaha.

Pickless/Axeless embarks can now just send out raids to "recover" artifact axes and picks.
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on December 01, 2017, 04:23:33 am
Pickless/Axeless embarks can now just send out raids to "recover" artifact axes and picks.

Interesting, not all embarks are hopeless then.

Also for your elf problems that was probably them freaking out over charcoal usage implied by the glass as murdering trees, which makes them sensitive to it.
Title: Re: New release !!SCIENCE!!
Post by: Insert_Gnome_Here on December 01, 2017, 05:43:18 am
Ok. Now we need to sell an artifact, and send out  raiding party the very moment the merchants leave. 
see what happens.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on December 01, 2017, 06:23:12 am
Ok. Now we need to sell an artifact, and send out  raiding party the very moment the merchants leave. 
see what happens.
Might just teleport off to the main city. Unlike a lot of things, merchant caravans don't exist yet outside of player fortresses.
Title: Re: New release !!SCIENCE!!
Post by: Maul_Junior on December 01, 2017, 08:51:48 am
Pickless/Axeless embarks can now just send out raids to "recover" artifact axes and picks.

Interesting, not all embarks are hopeless then.

Also for your elf problems that was probably them freaking out over charcoal usage implied by the glass as murdering trees, which makes them sensitive to it.

I think it was probably one of the bags I tend to buy from human/dwarven caravans was decorated with wood (buy all bags, cook any seeds, turn sand into glass, sell the used bags full of seeds to the next caravan, etc).
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on December 01, 2017, 03:17:36 pm
Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.
Title: Re: New release !!SCIENCE!!
Post by: PatrikLundell on December 01, 2017, 04:17:01 pm
Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.
That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on December 01, 2017, 04:33:21 pm
Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.
That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Wait, where did he say green glass was offered? Must have missed that. A new 44.02 bug for the tracker then (Unless it was an artifact vial menacing with spikes of palm tree, that would do it too).
Title: Re: New release !!SCIENCE!!
Post by: Eschar on December 01, 2017, 05:29:59 pm
Pickless/Axeless embarks can now just send out raids to "recover" artifact axes and picks.

My long waits for weaponsmiths and armorsmiths are over...
Title: Re: New release !!SCIENCE!!
Post by: PatrikLundell on December 02, 2017, 04:33:18 am
Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.
That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Wait, where did he say green glass was offered? Must have missed that. A new 44.02 bug for the tracker then (Unless it was an artifact vial menacing with spikes of palm tree, that would do it too).
My wording wasn't clear. I haven't seen any mentioning of the type of glass, and it's most probable it was clear or crystal glass in this case. I attempted to clarify that the "glass implies tree abuse" condition isn't true for one type of glass, not that the conclusion drawn should be wrong.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on December 02, 2017, 05:29:26 am
Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.
That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Wait, where did he say green glass was offered? Must have missed that. A new 44.02 bug for the tracker then (Unless it was an artifact vial menacing with spikes of palm tree, that would do it too).
My wording wasn't clear. I haven't seen any mentioning of the type of glass, and it's most probable it was clear or crystal glass in this case. I attempted to clarify that the "glass implies tree abuse" condition isn't true for one type of glass, not that the conclusion drawn should be wrong.
Ok. Someone explained that elves were pissed off at being offered a glass vial and were surprised. Someone else suggested it was probably because it needed charcoal to make, I (without quoting, my bad) explained the real reason they were upset.

Then I woke up at 5 this morning, read your post and wrote a grumpy reply. Bad habit, sorry. :)
Title: Re: New release !!SCIENCE!!
Post by: PatrikLundell on December 02, 2017, 07:13:54 am
Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.
That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Wait, where did he say green glass was offered? Must have missed that. A new 44.02 bug for the tracker then (Unless it was an artifact vial menacing with spikes of palm tree, that would do it too).
My wording wasn't clear. I haven't seen any mentioning of the type of glass, and it's most probable it was clear or crystal glass in this case. I attempted to clarify that the "glass implies tree abuse" condition isn't true for one type of glass, not that the conclusion drawn should be wrong.
Ok. Someone explained that elves were pissed off at being offered a glass vial and were surprised. Someone else suggested it was probably because it needed charcoal to make, I (without quoting, my bad) explained the real reason they were upset.

Then I woke up at 5 this morning, read your post and wrote a grumpy reply. Bad habit, sorry. :)
Yes, you really should quit the habit of waking up at 5 in the morning ;)
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on December 02, 2017, 08:40:50 am
Glass implies pearlash, implies potash, implies ash, implies desecration of sacred tree ancestors. I think that's been a thing for a while.
That's for clear and crystal glass. Green glass is still safe to trade (the tree huggers don't know if you've fired your furnaces with wood, mined coal, or magma, and there are no tree derived ingredients in green glass, just sand).
Wait, where did he say green glass was offered? Must have missed that. A new 44.02 bug for the tracker then (Unless it was an artifact vial menacing with spikes of palm tree, that would do it too).
My wording wasn't clear. I haven't seen any mentioning of the type of glass, and it's most probable it was clear or crystal glass in this case. I attempted to clarify that the "glass implies tree abuse" condition isn't true for one type of glass, not that the conclusion drawn should be wrong.
Ok. Someone explained that elves were pissed off at being offered a glass vial and were surprised. Someone else suggested it was probably because it needed charcoal to make, I (without quoting, my bad) explained the real reason they were upset.

Then I woke up at 5 this morning, read your post and wrote a grumpy reply. Bad habit, sorry. :)
Yes, you really should quit the habit of waking up at 5 in the morning ;)
I'll try...
Title: Re: New release !!SCIENCE!!
Post by: Manzeenan on December 02, 2017, 04:57:57 pm
Is it just me or does it seem like dwarven civilizations have expanded quicker and goblin civs dont expand as quickly?

Also yeah i get the bug where dwarves exit map and immediately re-enter and dont do the mission
Title: Re: New release !!SCIENCE!!
Post by: EPM on December 02, 2017, 06:55:15 pm
I also get that bug, though that's in a transferred-from-43.05 save. I'm not sure if that's because I'm telling my dwarves to recover artifacts from the same civ they belong to, even if it's a ruined site. I was hoping to use my old, abandoned forts as lootable caches of artifacts. Whether or not "won't do artifact recovery on own civ's site, even if the site is a ruin" is a bug or not, I'm unsure.

Speaking of migrating a save, I know that I can't make any new pedestals or display cases due to that being limited by worldgen, and likewise I won't get any through trade. Is it possible to get an artifact pedestal (moody dwarves occasionally making things they normally can't like bows, various clothes, etc.), or some other goofy workaround? Maybe a DFhack script that forcibly creates them, hmm. I think I'll be able to designate a museum around artifacts that can be built? It'd be nice to be able to cheat the limitations of this kind of thing, but I'm not expecting that'll be possible.

Either way, the idea of "priming" a region for the ultimately desired embark comes to mind as something I'd like to do. A fort for vampire/necromancy spreading, facilitated by an adventurer, and another fort for artifact generation, then finally the fort actually desired in its proper embark, for the contents and citizens of the previous forts to migrate to or be raided by.
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on December 02, 2017, 07:47:37 pm
When there is a new release with significant additions its not wise to use old saves incase you missed important pieces of code.

Pedestals & display cases are a tool type (on the entity page) that will have to be added to your 44.02 world which requires a freshly generated world (so basically no can do)
Title: Re: New release !!SCIENCE!!
Post by: Manzeenan on December 03, 2017, 05:47:30 am
so.... i did the display case reaction and got a mortar... did i miss a post about this or is this new?
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on December 03, 2017, 06:08:20 am
so.... i did the display case reaction and got a mortar... did i miss a post about this or is this new?

Are you playing version 44.02/44.01?

The new tool tags for display items in this version are   

[TOOL:ITEM_TOOL_PEDESTAL]
[TOOL:ITEM_TOOL_DISPLAY_CASE]

Else i would say your result of a mortar is because of modding or a modding failure where things are now overlapping trying to find best fit, get a fresh version or go to the modding forum to seek help i would recommend.
Title: Re: New release !!SCIENCE!!
Post by: Manzeenan on December 03, 2017, 10:41:40 pm
so.... i did the display case reaction and got a mortar... did i miss a post about this or is this new?

Are you playing version 44.02/44.01?

The new tool tags for display items in this version are   

[TOOL:ITEM_TOOL_PEDESTAL]
[TOOL:ITEM_TOOL_DISPLAY_CASE]

Else i would say your result of a mortar is because of modding or a modding failure where things are now overlapping trying to find best fit, get a fresh version or go to the modding forum to seek help i would recommend.
uhh nope no modding
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on December 04, 2017, 04:58:43 am
I really can't be sure of your issue then, because unless you added the reaction yourself (with a self inserted reaction in a attempt to get the object) you shouldn't be able to select the option to make the pedestal in a civ without [TOOL:ITEM_TOOL_PEDESTAL] that came with the civ and you didn't particularly tell me the specifics that you know about changes to your DF folder or your saves.

Anything else modded? Like i mentioned it could be a modding failure causing entries to now overlap and the game to break.There is no outside explanation for your issue to really grasp at besides a real bug if we can rule out it being a unintended modding/save compatibility effect, what workshop were you using?
Title: Re: New release !!SCIENCE!!
Post by: Fleeting Frames on December 04, 2017, 01:59:48 pm
Note that graphics packs can count as mods here.
Title: Re: New release !!SCIENCE!!
Post by: Manzeenan on December 04, 2017, 05:01:41 pm
I mean i use peridexis's pack on obsidian graphics soooo
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on December 04, 2017, 07:47:39 pm
I mean i use peridexis's pack on obsidian graphics soooo

Well the pedestal uses a unique symbol of ď , you'd have to check whether its the same as a mortar & contact the pack owner. It very much will not be supported by your pack and therefore substituted.
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on December 04, 2017, 10:10:16 pm
I mean i use peridexis's pack on obsidian graphics soooo

View it with q. Check to see if it's a mortar or is actually a pedestal.
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 07, 2017, 08:39:13 am
I'm probably a little late for that but I usually make pedastals with the metalcrafter under other objects.

Also, has somebody problems with artifacts created?
My 11th artifact has some hic ups. The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more. The only item he should be missing is a cut gem, which I have in stock. There where no burrows in place, when he started.
-I set up a burrow to his shop and the gem; no result.
-I forbid all items he had gathered and unforbid them; no result.
-I forbid all cloth; he stopped gathering items but restarted as soon as I allowed them...

He seems to be caught in a circle. Maybe there's a new bug in artifact creation related to cloth? I didn't have this problem when they only wanted one variety.
Title: Re: New release !!SCIENCE!!
Post by: FantasticDorf on December 07, 2017, 12:02:12 pm
They can have a unlimited amount of plant cloth decorations, rather than the actual material and it can all be different materials.
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 07, 2017, 12:27:51 pm
That's a little like the bug with burrows in earlier versions. My problem is, that I can't get him to start working.
Title: Re: New release !!SCIENCE!!
Post by: Manzeenan on December 07, 2017, 04:26:01 pm
I sincerely hope you figure out this bug so we can figure out how to once more abuse avoid it  ;)
Title: Re: New release !!SCIENCE!!
Post by: EPM on December 08, 2017, 01:49:12 pm
Might as well just let him run his course... Have Fun with the guests your gajillion dorfbux artifact attracts. This sounds like a blessing in disguise, honestly, you can see if a ridiculously high-value artifact causes any notable difference in behaviors from civs. Maybe you'll get a lot more attention for it, for example.
Title: Re: New release !!SCIENCE!!
Post by: andrian on December 08, 2017, 06:43:02 pm
Okay, so here's something I've noticed: megabeasts, semi-megabeasts, titans, forgotten beasts, and the like, don't path into the fortress anymore. They just hang around near where they entered the map and defend that area. I beat a two-headed ettin by sending my conscripted marksdwarves in to pepper it with bolts repeatedly, then run away once they were out of ammo. The Ettin would only chase them a short distance before running back to its favorite spot. This cycle must have repeated nearly half a dozen times before I managed to forge some metal bolts and finish it off. Every monster that's come to my fortresses in the new version has behaved the same way.

I suspect this is a bug, but it has forced me to alter my usual tactics of hiding behind layers of traps. It's also created some interesting stories, like the time a titan showed up and killed some of my civilians that wandered too close to its territory. My other civilians then went in to try and retrieve their fallen friends so they could bury them, but this only lured them within reach of the titan, who would then kill the newcomer. The more dwarves it killed, the more bait it had to lure in more dwarves to kill.
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on December 08, 2017, 06:47:43 pm
Okay, so here's something I've noticed: megabeasts, semi-megabeasts, titans, forgotten beasts, and the like, don't path into the fortress anymore. They just hang around near where they entered the map and defend that area. I beat a two-headed ettin by sending my conscripted marksdwarves in to pepper it with bolts repeatedly, then run away once they were out of ammo. The Ettin would only chase them a short distance before running back to its favorite spot. This cycle must have repeated nearly half a dozen times before I managed to forge some metal bolts and finish it off. Every monster that's come to my fortresses in the new version has behaved the same way.

I suspect this is a bug, but it has forced me to alter my usual tactics of hiding behind layers of traps. It's also created some interesting stories, like the time a titan showed up and killed some of my civilians that wandered too close to its territory. My other civilians then went in to try and retrieve their fallen friends so they could bury them, but this only lured them within reach of the titan, who would then kill the newcomer. The more dwarves it killed, the more bait it had to lure in more dwarves to kill.

Nah, that's not a new bug -- big invaders occasionally fail to path into the fort in old versions as well.

As for the last point, if you forbid the bodies and the dead dwarves' belongings with d-b-d dwarves will stop coming to bury them or store them in a stockpile.
Title: Re: New release !!SCIENCE!!
Post by: andrian on December 08, 2017, 06:57:03 pm
It's happened with every big invader in every fortress I've made in the new version. I've not seen a single one path toward my fort. Sieges behave the way I expect. I've had great fun watching goblins torn to shreds in weapon traps.

Important thing I've learned: do not use serrated green glass discs or serrated bronze discs in weapon traps unless you want to constantly be forging new ones and rebuilding your weapon traps. They tatter quickly and then the trap gets deconstructed. So far, I've not had a single silver spiked ball degrade, so I'm thinking those will be my go-to trap component.
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 08, 2017, 07:22:07 pm
Might as well just let him run his course... Have Fun with the guests your gajillion dorfbux artifact attracts. This sounds like a blessing in disguise, honestly, you can see if a ridiculously high-value artifact causes any notable difference in behaviors from civs. Maybe you'll get a lot more attention for it, for example.

I have dear memories of my 300 wood log amulet and certainly wouldn't have any problem to see something like that again. The thing is, that he just won't start working. I kinda need that dwarf. He's one of my best fighters, but since he's been collecting stuff for almost a year now, he's getting very rusty.

I also encountered the still standing titans and beasts. Never saw that in an old fortress. At least not lasting. They would do something eventually. But now every single one just stands there.
Title: Re: New release !!SCIENCE!!
Post by: Loci on December 08, 2017, 09:01:53 pm
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.

If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on December 09, 2017, 03:22:08 pm
Has anybody seen the new 'armies demand artifacts' mechanic yet? Fought off one ambush and one siege so far in current version. So far, so normal sieger behavior.
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 09, 2017, 09:38:31 pm
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.

If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.

No zones, nothing else.


Has anybody seen the new 'armies demand artifacts' mechanic yet? Fought off one ambush and one siege so far in current version. So far, so normal sieger behavior.

Perhaps if you steal something first? I wanted to try that but the captain in charce is currently occupied....
Otherwise I guess the world needs to know about your artifacts. Have you tried to display them in an accessable tavern or so? That's just guesswork, so please do tell if you have results.
Title: Re: New release !!SCIENCE!!
Post by: Loci on December 10, 2017, 09:07:03 am
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.

If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.

No zones, nothing else.

Sounds like a new bug, then. You could upload your save to DFFD (http://dffd.bay12games.com) and create an issue on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/) if you're feeling helpful.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on December 10, 2017, 11:39:49 am
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.

If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.

No zones, nothing else.


Has anybody seen the new 'armies demand artifacts' mechanic yet? Fought off one ambush and one siege so far in current version. So far, so normal sieger behavior.

Perhaps if you steal something first? I wanted to try that but the captain in charce is currently occupied....
Otherwise I guess the world needs to know about your artifacts. Have you tried to display them in an accessable tavern or so? That's just guesswork, so please do tell if you have results.
I'm assuming at least a couple of the hundreds of visitors coming in and out of my tavern are spies and my artifacts are prominently displayed in the tavern. I guess someone will be along eventually. But, yeah, also have a squad out looking for some goblin civ artifacts which might help.
Title: Re: New release !!SCIENCE!!
Post by: martinuzz on December 10, 2017, 01:57:53 pm
On a related note, when you create a museum out of a display case, you can link it to a location.
To what location should it be linked? Tavern or library?
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 10, 2017, 02:40:39 pm
On a related note, when you create a museum out of a display case, you can link it to a location.
To what location should it be linked? Tavern or library?

Depends on what you're exibiting, doesn't it? I'd put books in a library, for example. A family heirloom possibly as a privat room? If you're into roleplaying that is.
Title: Re: New release !!SCIENCE!!
Post by: Urist McVoyager on December 10, 2017, 09:39:31 pm
That is a good question. Museums and libraries serve similar purposes, to preserve and display the works of people and nature. But a lot of museums have cafes either in them or nearby.

I'd link it to a library, myself.
Title: Re: New release !!SCIENCE!!
Post by: triskaideka on December 11, 2017, 01:21:59 pm
I thought I read somewhere that books can't be assigned to cases or pedestals? Which is a shame, as that would provide a much easier way to manage original texts.

Do museums provide any viewing benefits, a-la tastefully-arranged statues in statue gardens? Otherwise, it seems to me that the primary utility to them at the moment would be in terms of artefact management.

From a roleplaying perspective, possessed artefacts often seem to be created under the influence of deities (I once had an ardent worshiper of a deity of stars produce a ring with an image of stars on it during a possessed mood), so it would make sense to put them in their associated temples. Same with artefact figurines of deities. Weapons and armor in temples to gods of war and fortresses, etc. Artefact goblets and musical instruments in taverns? And artefacts depicting historical events in libraries.
Title: Re: New release !!SCIENCE!!
Post by: LordPorkins on December 11, 2017, 01:33:49 pm
You know, that thing with the forgotten beast might actually end up being a boon in disguise. I imagine your next Goblin Siege will have a lot less survivors, if the Beast gets annoyed at them
Title: Re: New release !!SCIENCE!!
Post by: LexJackle on December 11, 2017, 03:59:35 pm
Okay, so here's something I've noticed: megabeasts, semi-megabeasts, titans, forgotten beasts, and the like, don't path into the fortress anymore. They just hang around near where they entered the map and defend that area. I beat a two-headed ettin by sending my conscripted marksdwarves in to pepper it with bolts repeatedly, then run away once they were out of ammo. The Ettin would only chase them a short distance before running back to its favorite spot. This cycle must have repeated nearly half a dozen times before I managed to forge some metal bolts and finish it off. Every monster that's come to my fortresses in the new version has behaved the same way.

I suspect this is a bug, but it has forced me to alter my usual tactics of hiding behind layers of traps. It's also created some interesting stories, like the time a titan showed up and killed some of my civilians that wandered too close to its territory. My other civilians then went in to try and retrieve their fallen friends so they could bury them, but this only lured them within reach of the titan, who would then kill the newcomer. The more dwarves it killed, the more bait it had to lure in more dwarves to kill.

Same for me. They just hang around near where they spawn and don't do much. Werebeasts still path to the fort v quickly. It makes forgotten beasts very easy to handle, except when they are fire breathing and in a forrest.
Title: Re: New release !!SCIENCE!!
Post by: LexJackle on December 11, 2017, 04:02:23 pm
I thought I read somewhere that books can't be assigned to cases or pedestals? Which is a shame, as that would provide a much easier way to manage original texts.

Do museums provide any viewing benefits, a-la tastefully-arranged statues in statue gardens? Otherwise, it seems to me that the primary utility to them at the moment would be in terms of artefact management.

From a roleplaying perspective, possessed artefacts often seem to be created under the influence of deities (I once had an ardent worshiper of a deity of stars produce a ring with an image of stars on it during a possessed mood), so it would make sense to put them in their associated temples. Same with artefact figurines of deities. Weapons and armor in temples to gods of war and fortresses, etc. Artefact goblets and musical instruments in taverns? And artefacts depicting historical events in libraries.

You can put books on pedestals. I don't know how that effects copying and scholarship though, so I am avoiding putting them in my museum atm. Everything else seems to be ok for the museum, including heirlooms and other artefacts.
Title: Re: New release !!SCIENCE!!
Post by: LexJackle on December 11, 2017, 04:23:57 pm
I've done some !SCIENCE! with setting out raids. I've found two bugs so far- if your dwarf gives birth whilst travelling, the baby is left somewhere out there. The mother will then constantly cancel tasks to seek infant, followed by cancelling seeking the infant because its inaccessible. Eventually they die of thirst or starvation. Another unique bug is that some dwarfs can get stuck travelling long after their other squamates return. You can replace them in the military screen (normal way), despite supposedly not being allowed to remove travelling dwarfs from squads. If they do return, I suspect its causing my fort to crash (grr). Same with captured members, they are no longer 'on the squad', but I suspect that they get placed back on when they are returned to the fort (but my game crashes in that scenario too).

I've found the same bug as other people, where squads trying to find artefacts just go off the map for a day or two and return without doing anything (and without any entries on the log). For raids on other civs, I've found my military squad will often get books from even small settlements (of ~50-100). They can return with 5 books per raid sometimes. When the squad returns, they will just dump the book outside and it will require another dwarf to haul it to my library. As for getting more artefacts, my current world has been hamstrung by the inability to travel over water. Sadly the artefact screen doesn't organise known artefacts by proximity, which along with the inability to search, makes it a nightmare to raid nearby. I'm creating a new large island for !SCIENCE! to see what happens with raids. I would like some more mission types than just raids and scouting. I would like to send out a group of dwarfs to start a new settlement, to dispose of migrants/ unwanted dwarfs.

As for other stuff, I've found that I can only create 3 squads max and its possible for raids and other !FUN! to happen whilst all the military is out travelling. I don't know if there is a way to get around it atm, but its frustrating when an ambush happens and I don't have a military to respond (or the option to create a new squad). I've also found that with the missing member bug (where one squad member is still travelling), it stops the entire squad from being given regular orders (station, attack etc), although they will still train and carry out their schedule. This is unless you replace the missing member, but I suspect its caused crashes. I would test further, but I'm getting FPS death in my current save, so I'm pinning my hopes on this new world to do more !SCIENCE!. I hope this helps people though.
Title: Re: New release !!SCIENCE!!
Post by: pikachu17 on December 11, 2017, 04:46:26 pm
What do you mean you can only create three squads max? Do you mean you can have only three raiding at a time?
If you want to create new squads while the military is away, just don't send the milia commander. In fact, don't ever send him off, as if he is captured you will never be able to get more squads.
Title: Re: New release !!SCIENCE!!
Post by: Demonbutter on December 12, 2017, 06:23:27 am
Looks like dwarves sent out on missions relinquish possession of any rooms designated to them. I like to give my military their own room and tomb, both of which were no longer in the possession of the troops sent out on a mission.
Title: Re: New release !!SCIENCE!!
Post by: pikachu17 on December 12, 2017, 10:26:29 am
Post on Release Science
WTF!!! I was sending all my guys out to raid, when I got the message that my fortress had withered.
I figured they had simply all gotten killed.
So I reclaimed the fortress.
The guys I sent out are still there.
But they have no body.
They don't seem to count as ghosts, though.
They don't say 'ghostly' on them, though they are stated to be hostile. They seem to not actually be hostile, though.
And their pikachus are also bodiless. And I apparently own them.
Okay, I just found one of their corpses. They still aren't stated to be undead, or ghosts.
Are they actually ghosts, but they aren't mentioned as such because they aren't part of my civ?
Okay, I just got the message "Rem Halitpolio has".
And I just pastured one ghost pikachu.
Title: Re: New release !!SCIENCE!!
Post by: MCreeper on December 12, 2017, 10:41:28 am
Someone else finally got this bug with "ghostly" dead dwarves on reclaim?    :D

http://www.bay12forums.com/smf/index.php?topic=161165.msg7316442#msg7316442
There was no animals, though.
Title: Re: New release !!SCIENCE!!
Post by: LexJackle on December 12, 2017, 11:50:45 am
It was my Militia Commander who was having the missing infant bug. It seems like it also breaks their ability to start new squads. The raids removing members is causing problems for everyone it seems. I've started a new world, but I'm currently getting a really high number of crashes in the current version. Without DF hack, its making it slow going (as I have to quit the fort to save except for seasonally). I think my fortress can't cope with the same people 'arriving' multiple times in the same season. So I'm going to limit myself to one raid per squad per season. In my new world, I've deliberty created an FPS friendly fort (no river, haven't breached caverns yet, keeping animal pops low and avoiding massive projects), despite which I'm still on only 32FPS, rising to about 40FPS and I'm having constant crashes.
EDIT [SO I DON'T SPAM]:
I've created an expedition to see what happens when you send 10 dwarfs on a suicide mission and how the game handles it if all raid members die. Details:
So I've started the fort Fealtymasions on a large 500 year old island world, with the hope that I could get more artefacts and !FUN! with raids. And I've sent 10 of my sacrificial lucky dwarfs on an adventure of a lifetime. They are out to seek Ringpurged, an artefact steel crossbow. And what a journey it will be.

This is the journey:
Spoiler (click to show/hide)
It will take them 12 days to get there, traveling from our mountain holdout, across a band of elf fortresses, Human towns and dwarf mountain-homes to wade through an evil infested goblin hellhole, to reach the location of Ringpurged. This is the location of Ringpurged:
Spoiler (click to show/hide)
.

The crossbow Ringpurged requires traveling deep into my worlds Antarctic circle, across an evil glacier containing a dark elven fortress called Tormentstaves (the purple dresser), which is surrounded by a circle of 4 dark goblin pits (the grey cloth). Once those are passed, its only up a mountain range and onto its frozen icecap, the tallest place on my world and then to recover Ringpurged. After its recovery, its only a matter of going through it all again to get back to Feltymasions.

I equipped my squad with the finest copper armour I could forge, except for those dwarfs who refused to part with their leather cloaks etc, and copper weapons, the Brilliant Razors were set off at the end of Autumn and the hight of winter. Checking my stockpiles, only 5 carried their copper helms and most left their weapons at home. As they are a new squad (and my only squad), they will survive untrained and untested on their journey, relying on whatever skills they came here with. They have yet to return. May Amok have mercy upon them.
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 13, 2017, 06:19:47 pm
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.

If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.

No zones, nothing else.

Sounds like a new bug, then. You could upload your save to DFFD (http://dffd.bay12games.com) and create an issue on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/) if you're feeling helpful.

Quick update:
Since the leatherworks in question is in an unfinished area of the fortress and will need to be removed soon AND he was blocking other artifacts from being created, I decided after a year to cut of his supply and sacrifice him.
I didn't see the message of him being struck by melancholy.
The surprising news: He's made a complete recovery. Only thing is, that he's unhappy with not having been able to practice crafts, wander, acquire something and so on. In other words: Failing to create an artifact doesn't lead to certain death anymore.
Title: Re: New release !!SCIENCE!!
Post by: deathpunch578 on December 14, 2017, 12:04:02 pm
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.

If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.

No zones, nothing else.

Sounds like a new bug, then. You could upload your save to DFFD (http://dffd.bay12games.com) and create an issue on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/) if you're feeling helpful.

Quick update:
Since the leatherworks in question is in an unfinished area of the fortress and will need to be removed soon AND he was blocking other artifacts from being created, I decided after a year to cut of his supply and sacrifice him.
I didn't see the message of him being struck by melancholy.
The surprising news: He's made a complete recovery. Only thing is, that he's unhappy with not having been able to practice crafts, wander, acquire something and so on. In other words: Failing to create an artifact doesn't lead to certain death anymore.
strange, failing to complete a strange mood will always lead to insanity because it maxes out the dwarf's stress and will never lower it. this is a glitch causing a glitch. if you have any saves before and after, do you mind sharing them so some !!SCIENCE!! can be done on why this happened.
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 14, 2017, 12:49:19 pm
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.

If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.

No zones, nothing else.

Sounds like a new bug, then. You could upload your save to DFFD (http://dffd.bay12games.com) and create an issue on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/) if you're feeling helpful.

Quick update:
Since the leatherworks in question is in an unfinished area of the fortress and will need to be removed soon AND he was blocking other artifacts from being created, I decided after a year to cut of his supply and sacrifice him.
I didn't see the message of him being struck by melancholy.
The surprising news: He's made a complete recovery. Only thing is, that he's unhappy with not having been able to practice crafts, wander, acquire something and so on. In other words: Failing to create an artifact doesn't lead to certain death anymore.
strange, failing to complete a strange mood will always lead to insanity because it maxes out the dwarf's stress and will never lower it. this is a glitch causing a glitch. if you have any saves before and after, do you mind sharing them so some !!SCIENCE!! can be done on why this happened.

I see what you mean. I just saw,  I checked on the wrong dwarf... The other macedwarf militia captain. The real one totally just died of dehydration. My bad.
Title: Re: New release !!SCIENCE!!
Post by: deathpunch578 on December 14, 2017, 12:53:36 pm
The tanner claimed a leatherwork, then continued to get leater, a rock, 2 blocks, a rock and now just continues to get a plant cloth and a wool cloth. He's got over 30 each at this time and seems content to continue getting more.

If the workshop is in a hospital zone (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6260), you should try removing the zone.

No zones, nothing else.

Sounds like a new bug, then. You could upload your save to DFFD (http://dffd.bay12games.com) and create an issue on the bugtracker (http://www.bay12games.com/dwarves/mantisbt/) if you're feeling helpful.

Quick update:
Since the leatherworks in question is in an unfinished area of the fortress and will need to be removed soon AND he was blocking other artifacts from being created, I decided after a year to cut of his supply and sacrifice him.
I didn't see the message of him being struck by melancholy.
The surprising news: He's made a complete recovery. Only thing is, that he's unhappy with not having been able to practice crafts, wander, acquire something and so on. In other words: Failing to create an artifact doesn't lead to certain death anymore.
strange, failing to complete a strange mood will always lead to insanity because it maxes out the dwarf's stress and will never lower it. this is a glitch causing a glitch. if you have any saves before and after, do you mind sharing them so some !!SCIENCE!! can be done on why this happened.

I see what you mean. I just saw,  I checked on the wrong dwarf... The other macedwarf militia captain. The real one totally just died of dehydration. My bad.
you're fine, it was a simple mistake.
Title: Re: New release !!SCIENCE!!
Post by: LordPorkins on December 14, 2017, 03:21:25 pm
Player: "Someone made a healthy recovery and is living a normal life!"
Community: "IMPOSSIBLE WE MUST EXPERIMENT ON HIM TO DISCOVER HIS SECRETS"
Player: "Actually he just died in one of the most agonizing ways known to man"
Community: "Oh, whatever then. Throw him in with the others"

Man, this place is wack yo.
Title: Re: New release !!SCIENCE!!
Post by: deathpunch578 on December 14, 2017, 03:22:34 pm
Player: "Someone made a healthy recovery and is living a normal life!"
Community: "IMPOSSIBLE WE MUST EXPERIMENT ON HIM TO DISCOVER HIS SECRETS"
Player: "Actually he just died in one of the most agonizing ways known to man"
Community: "Oh, whatever then. Throw him in with the others"

Man, this place is wack yo.
welcome to dwarf fortress, enjoy your stay
Title: Re: New release !!SCIENCE!!
Post by: LordPorkins on December 14, 2017, 03:23:30 pm
Player: "Someone made a healthy recovery and is living a normal life!"
Community: "IMPOSSIBLE WE MUST EXPERIMENT ON HIM TO DISCOVER HIS SECRETS"
Player: "Actually he just died in one of the most agonizing ways known to man"
Community: "Oh, whatever then. Throw him in with the others"

Man, this place is wack yo.
welcome to dwarf fortress, enjoy your stay
IKR. Been here a while, but its still hilarious seeing nuggets of goodness like this.
Title: Re: New release !!SCIENCE!!
Post by: deathpunch578 on December 14, 2017, 03:27:49 pm
Player: "Someone made a healthy recovery and is living a normal life!"
Community: "IMPOSSIBLE WE MUST EXPERIMENT ON HIM TO DISCOVER HIS SECRETS"
Player: "Actually he just died in one of the most agonizing ways known to man"
Community: "Oh, whatever then. Throw him in with the others"

Man, this place is wack yo.
welcome to dwarf fortress, enjoy your stay
IKR. Been here a while, but its still hilarious seeing nuggets of goodness like this.
I'm interested in showing somebody that has never heard of DF all of the horrifying things the community has done, dwarven daycare, mermaid genocides, the elf slaughter, and other stuff like that
Title: Re: New release !!SCIENCE!!
Post by: scourge728 on December 14, 2017, 06:02:28 pm
That's what I do when I talk about it to people
Title: Re: New release !!SCIENCE!!
Post by: deathpunch578 on December 14, 2017, 07:22:24 pm
That's what I do when I talk about it to people
how do they react
Title: Re: New release !!SCIENCE!!
Post by: scourge728 on December 14, 2017, 08:01:16 pm
They're mostly just like "oohhh...."
Title: Re: New release !!SCIENCE!!
Post by: Jazz Cat on December 14, 2017, 09:22:31 pm
So... I sent a couple of squads out to steal a book from a nearby necromancer's tower.

They came back with fifteen.

Is this a known bug, or...?
Title: Re: New release !!SCIENCE!!
Post by: LexJackle on December 14, 2017, 09:41:58 pm
So... I sent a couple of squads out to steal a book from a nearby necromancer's tower.

They came back with fifteen.

Is this a known bug, or...?

Its not a bug. It appears squads will attempt to carry off as many books as possible (as they're artefacts). A normal raid will get anywhere from 3 to 10 books, even on small settlements. I do it to build up a great library in my fort. I would imagine that due to the necromancers abilities, they produce a ridiculous amount of max level books. Its also not unrealistic to believe that dwarfs can carry 15 books with a 10 dwarf squad.
Title: Re: New release !!SCIENCE!!
Post by: callisto8413 on December 16, 2017, 01:37:14 pm
Started a new Fortress just to test out some things -

Created my normal Four-Person Squads for local work - defending the Fortress, hunting down giant animals, so on.

Created a Ten-Person Artifact Squad and sent them to a Tower.  They were able to sneak in and steal four books.  But on return two of the soldiers, Mercs, were no longer part of the Squad.  And I put them back in and sent the Squad to the same Tower.  They were able to sneak in AGAIN And steal four books - copies of the same FOUR books.  I guess the necromancers just like to make copies?  And the Mercs, once again, removed themselves from the Squad.  So I assigned local Dwarfs to the Artifact Squad and put the Mercs into one of the Four-Person Squads.  The Artifact Squad was sent out, this time detected, KILLED at least two necromancers and came back empty handed (with a few missing teeth and fingers).  All Ten were still in the Squad.   :)

Most of the books disappeared as visitors claimed a few and one seems to have been claimed by the Mayor(?).   ???

I have a locally made Artifact on display in the library but plan to move it to a proper Museum later.  Other Artifacts made in the Fortress were claimed by their creators as family heirlooms.  Did have some problems putting books on display but I think that was because some were claimed or already taken by visitors.  The message seems to say the item was lost or destroyed.   :-\

I have a ton of visitors but have only allowed a few performers to join but take any hired swords who ask to join.  Only had one were-beast attack so far and no vampires (or they learned not to announce themselves).   ;D

Raided a Elven Retreat and was able to grab two books without being seen.

Also explored a few Elven ruins on the off-chance they could have something.  Even visited the ruins of my first Fortress in this save that lasted less then a year.  I KNOW it once had three Artifacts but none were listed and none were found.



Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on December 16, 2017, 02:24:59 pm
-snip-
Toady has said that non-historical figures like tower zombies don't take part in defending against raids, which is why it was so easy for you to retrieve the books. He also said that he will fix this before this round of updates is done.
Title: Re: New release !!SCIENCE!!
Post by: martinuzz on December 16, 2017, 05:56:18 pm
HUH? WHAT? Is this new? I noticed that two dwarves can use the same forge at once.
I ordered a steel helm and a steel flask at my forge to prime two unskilled dwarves for a armorsmith and metalcrafter mood.
The metalcrafter took the job while the armorsmith was already busy crafting on the forge. Both jobs had a green A for active on them at the forge's q screen.
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on December 16, 2017, 06:10:29 pm
HUH? WHAT? Is this new? I noticed that two dwarves can use the same forge at once.
I ordered a steel helm and a steel flask at my forge to prime two unskilled dwarves for a armorsmith and metalcrafter mood.
The metalcrafter took the job while the armorsmith was already busy crafting on the forge. Both jobs had a green A for active on them at the forge's q screen.

Nah, that's not new; I noticed the same thing in 43.05, and I think it's a bug.
Title: Re: New release !!SCIENCE!!
Post by: martinuzz on December 16, 2017, 06:19:01 pm
It doesn't break anything though. Both jobs were completed just fine, although I must admit that they did not actually forge at the anvil at the same time. One was getting coal and steel while the other was one step ahead and already forging. Dropping off the first ingredient did not interrupt the forging though, gave no problems.
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 16, 2017, 09:01:23 pm


I have a ton of visitors but have only allowed a few performers to join but take any hired swords who ask to join.  Only had one were-beast attack so far and no vampires (or they learned not to announce themselves).   ;D


I think I had a vampire in an earlier fortress in this version.
I never saw him, so I can't be sure.

From time to time dwarves were 'pale' when they woke up, which I saw in other vampire fortresses, but they didn't die...
I'm confused by that...
Title: Re: New release !!SCIENCE!!
Post by: PatrikLundell on December 17, 2017, 03:33:09 am
@martinuzz: I believe that bug has been reported on the bug tracker.

@Urist Dimplebooks: It's possible for vampire victims to survive and just be pale, although that's not very common (survival chance might be dependent on physical traits). It's a clear vampire sign though, and most likely the next victim won't survive (DF vampires don't possess the skill to stop feeding to keep their victims alive for later reuse, at least not currently).
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 17, 2017, 10:16:16 am
@martinuzz: I believe that bug has been reported on the bug tracker.

@Urist Dimplebooks: It's possible for vampire victims to survive and just be pale, although that's not very common (survival chance might be dependent on physical traits). It's a clear vampire sign though, and most likely the next victim won't survive (DF vampires don't possess the skill to stop feeding to keep their victims alive for later reuse, at least not currently).

I didn't have a single vampire related death, yet saw a couple of pale dwarves.
Title: Re: New release !!SCIENCE!!
Post by: PatrikLundell on December 17, 2017, 10:39:50 am
I'm not aware of any other cause for pale dwarves (unless, of course, you mean genetics, in which case it's a permanent condition that's fairly harmless, but cannot be cured in DF).
Title: Re: New release !!SCIENCE!!
Post by: Jazz Cat on December 17, 2017, 12:44:35 pm
There's definitely vampires in 44.xx, I just had a fort where I lost 4-5 dwarves to one. They were found dead, completely drained of blood.

Never did catch it, despite posting a pair of guards in the dormitory 24/7.
Title: Re: New release !!SCIENCE!!
Post by: bloop_bleep on December 17, 2017, 01:01:04 pm
There's definitely vampires in 44.xx, I just had a fort where I lost 4-5 dwarves to one. They were found dead, completely drained of blood.

Never did catch it, despite posting a pair of guards in the dormitory 24/7.

Soldiers won't try to stop a bloodsucking in progress, but they will report it if they saw it. Check the justice screen (inside the 'z' menu.)
Title: Re: New release !!SCIENCE!!
Post by: stingpie on December 17, 2017, 02:04:47 pm
this isn't related to current conversation, but I've made a SUPERTAVERN™ with a ton of performers, tavernkeepers,  and instruments but there has only been one dance with one person. The dance floor is 17x19 I have about thirty instruments with fifteen performers with musical ability, but no one even plays music. There was a reason I made a SUPERTAVERN™ and it was to have the largest dance possible. I feel betrayed...

luckily, a SUPERTAVERN™ has actually somehow fixed the tons a' bards bug.
Title: Re: New release !!SCIENCE!!
Post by: Justin on December 17, 2017, 03:38:08 pm
If someone has the chance, please send a vampire on a mission. I'm interested to know if he/she will feed while away from the fortress.
Title: Re: New release !!SCIENCE!!
Post by: callisto8413 on December 17, 2017, 03:56:40 pm
Oops....well, it looks like one of the Elf Retreats I raided is now at war with my civilization.  Silly me, I started a war!   :D
Title: Re: New release !!SCIENCE!!
Post by: LexJackle on December 17, 2017, 05:15:29 pm
If someone has the chance, please send a vampire on a mission. I'm interested to know if he/she will feed while away from the fortress.

I sent my vampire on a fair few missions. I don't know if he fed whilst away (no way of knowing tbh), but he didn't attack any of his fellow dwarfs. He did strike down at least three people though.
Title: Re: New release !!SCIENCE!!
Post by: Justin on December 17, 2017, 05:47:09 pm
Thank you for the info.
Title: Re: New release !!SCIENCE!!
Post by: martinuzz on December 17, 2017, 05:52:35 pm
this isn't related to current conversation, but I've made a SUPERTAVERN™ with a ton of performers, tavernkeepers,  and instruments but there has only been one dance with one person. The dance floor is 17x19 I have about thirty instruments with fifteen performers with musical ability, but no one even plays music. There was a reason I made a SUPERTAVERN™ and it was to have the largest dance possible. I feel betrayed...

luckily, a SUPERTAVERN™ has actually somehow fixed the tons a' bards bug.
It could be that your dwarves are too far apart to engage in a multi-performance. It could be just coincidence, but I've seen more performances in small taverns than I have in large ones.

EDIT: related hint: You can encourage your dwarves to do stuff in the tavern by drafting them, giving them a military move order into the tavern, and undrafting them when they have gathered in it. Doesn't work really well when there's a huge backlog of high priority jobs waiting for them, but if things are quiet, it's a great way of getting a performance underway. For libraries, it works even better. Library jobs are purple (high need) jobs, and even with a huge backlog of jobs, this is a surefire way to get those assigned scholars scholaring instead of hauling rocks.
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on December 17, 2017, 09:19:02 pm
this isn't related to current conversation, but I've made a SUPERTAVERN™ with a ton of performers, tavernkeepers,  and instruments but there has only been one dance with one person. The dance floor is 17x19 I have about thirty instruments with fifteen performers with musical ability, but no one even plays music. There was a reason I made a SUPERTAVERN™ and it was to have the largest dance possible. I feel betrayed...

luckily, a SUPERTAVERN™ has actually somehow fixed the tons a' bards bug.
It could be that your dwarves are too far apart to engage in a multi-performance. It could be just coincidence, but I've seen more performances in small taverns than I have in large ones.

EDIT: related hint: You can encourage your dwarves to do stuff in the tavern by drafting them, giving them a military move order into the tavern, and undrafting them when they have gathered in it. Doesn't work really well when there's a huge backlog of high priority jobs waiting for them, but if things are quiet, it's a great way of getting a performance underway. For libraries, it works even better. Library jobs are purple (high need) jobs, and even with a huge backlog of jobs, this is a surefire way to get those assigned scholars scholaring instead of hauling rocks.
Do your performers actually know any group dances? Check the descriptions of the dances they know. My SuperTaverns are full of groups hanging out performing together in various parts of the tavern.
Title: Re: New release !!SCIENCE!!
Post by: triskaideka on December 17, 2017, 11:43:51 pm
Good news everyone!

Titans, FBs, etc, WILL eventually path through your open gates into your fortress.

In completed unrelated news, it apparently takes precisely sixty-four (64) civilian dwarves to kill one (1) giant, winged, venomous leech.
Title: Re: New release !!SCIENCE!!
Post by: callisto8413 on December 18, 2017, 12:28:50 am
Has anybody found out how to solve the problem of missing or destroyed Artifacts that are just on the ground being ignored by people?  Do I have to Retire the Fortress, become an Adventurer in the Fortress, pick up the items, put them onto the pedestals, retire the Adventurer, and restart the Fortress?  I don't like the idea of retiring a Fortress - heard strange things happen to it when retired - fields and stockpiles get messed up and such.   ???
Title: Re: New release !!SCIENCE!!
Post by: Jazz Cat on December 18, 2017, 01:11:17 am
Has anybody found out how to solve the problem of missing or destroyed Artifacts that are just on the ground being ignored by people?  Do I have to Retire the Fortress, become an Adventurer in the Fortress, pick up the items, put them onto the pedestals, retire the Adventurer, and restart the Fortress?  I don't like the idea of retiring a Fortress - heard strange things happen to it when retired - fields and stockpiles get messed up and such.   ???

Try forbidding/unforbidding it, or using DFHack's thing to clean up items that people dropped on the ground. I think it's cleanowned or fixowned or tweakowned or something.

In other news—A dwarven child in my fort just made an artifact ring and claimed it, not as a gift to the civilization or as a family heirloom, but as a personal treasure. Is this new?
Title: Re: New release !!SCIENCE!!
Post by: Shonai_Dweller on December 18, 2017, 01:42:26 am
Has anybody found out how to solve the problem of missing or destroyed Artifacts that are just on the ground being ignored by people?  Do I have to Retire the Fortress, become an Adventurer in the Fortress, pick up the items, put them onto the pedestals, retire the Adventurer, and restart the Fortress?  I don't like the idea of retiring a Fortress - heard strange things happen to it when retired - fields and stockpiles get messed up and such.   ???

Try forbidding/unforbidding it, or using DFHack's thing to clean up items that people dropped on the ground. I think it's cleanowned or fixowned or tweakowned or something.

In other news—A dwarven child in my fort just made an artifact ring and claimed it, not as a gift to the civilization or as a family heirloom, but as a personal treasure. Is this new?
Well, it's all new, isn't it?
But yeah, don't think this has been noticed before now. Never seen it in Legends either.
Title: Re: New release !!SCIENCE!!
Post by: Jazz Cat on December 18, 2017, 02:15:30 am
Has anyone figured out yet what the difference is between offerings, heirlooms, and personal treasures?
Title: Re: New release !!SCIENCE!!
Post by: martinuzz on December 18, 2017, 06:49:28 am
My best guess is that it determines how many people it will piss off when stolen. 1 dwarf / one family of dwarves / one site (offering to site) / one civilization (offering to civilization).
Title: Re: New release !!SCIENCE!!
Post by: Eric Blank on December 18, 2017, 10:35:26 am
And who has an initial claim to it of course.

I havent gotten much good science going on, but ive noticed when i have a squad of three semt off to acquire an artifact they often have trouble making it off the map as a group. Once only a single dwarf made it off the map, and came back before either of the other two even left. It was a really short trip, though, and he didnt manage to acquire the book i sent him after.
Title: Re: New release !!SCIENCE!!
Post by: callisto8413 on December 18, 2017, 11:09:47 am
Has anybody found out how to solve the problem of missing or destroyed Artifacts that are just on the ground being ignored by people?  Do I have to Retire the Fortress, become an Adventurer in the Fortress, pick up the items, put them onto the pedestals, retire the Adventurer, and restart the Fortress?  I don't like the idea of retiring a Fortress - heard strange things happen to it when retired - fields and stockpiles get messed up and such.   ???

Try forbidding/unforbidding it, or using DFHack's thing to clean up items that people dropped on the ground. I think it's cleanowned or fixowned or tweakowned or something.

In other news—A dwarven child in my fort just made an artifact ring and claimed it, not as a gift to the civilization or as a family heirloom, but as a personal treasure. Is this new?

I think I figured it out...many of the Artifacts made inside the Fortress are OWNED by the creators and can't be put on display.  While Artifacts stolen from other places are public property(?) and can be put on display.  I was able to display four Artifacts (books) taken from other places.  So my Museum has stuff in it now.

I was also able to link the Museum to the Library and now people go to both to ponder subjects.  I made a Statue Garden, linked it to the lone Interfaith Temple I have, and now people pray in both locations.
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 18, 2017, 03:26:57 pm
Has anybody found out how to solve the problem of missing or destroyed Artifacts that are just on the ground being ignored by people?  Do I have to Retire the Fortress, become an Adventurer in the Fortress, pick up the items, put them onto the pedestals, retire the Adventurer, and restart the Fortress?  I don't like the idea of retiring a Fortress - heard strange things happen to it when retired - fields and stockpiles get messed up and such.   ???

Try forbidding/unforbidding it, or using DFHack's thing to clean up items that people dropped on the ground. I think it's cleanowned or fixowned or tweakowned or something.

In other news—A dwarven child in my fort just made an artifact ring and claimed it, not as a gift to the civilization or as a family heirloom, but as a personal treasure. Is this new?

I think I figured it out...many of the Artifacts made inside the Fortress are OWNED by the creators and can't be put on display.  While Artifacts stolen from other places are public property(?) and can be put on display.  I was able to display four Artifacts (books) taken from other places.  So my Museum has stuff in it now.

I was also able to link the Museum to the Library and now people go to both to ponder subjects.  I made a Statue Garden, linked it to the lone Interfaith Temple I have, and now people pray in both locations.

I'm displaying every artifact, that was created in my fortress; heirloom and public.
In adventure mode I asked around and dwarves seem to give quests related to their family's heirloom but not the property of their town.
It could very well be a feature, that is pretty much unimportant in fortress mode.
Title: Re: New release !!SCIENCE!!
Post by: callisto8413 on December 18, 2017, 03:53:07 pm

I think I figured it out...many of the Artifacts made inside the Fortress are OWNED by the creators and can't be put on display.  While Artifacts stolen from other places are public property(?) and can be put on display.  I was able to display four Artifacts (books) taken from other places.  So my Museum has stuff in it now.

I was also able to link the Museum to the Library and now people go to both to ponder subjects.  I made a Statue Garden, linked it to the lone Interfaith Temple I have, and now people pray in both locations.

I'm displaying every artifact, that was created in my fortress; heirloom and public.
In adventure mode I asked around and dwarves seem to give quests related to their family's heirloom but not the property of their town.
It could very well be a feature, that is pretty much unimportant in fortress mode.

Well, now I am just confused.   :(
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 18, 2017, 06:34:06 pm

I think I figured it out...many of the Artifacts made inside the Fortress are OWNED by the creators and can't be put on display.  While Artifacts stolen from other places are public property(?) and can be put on display.  I was able to display four Artifacts (books) taken from other places.  So my Museum has stuff in it now.

I was also able to link the Museum to the Library and now people go to both to ponder subjects.  I made a Statue Garden, linked it to the lone Interfaith Temple I have, and now people pray in both locations.

I'm displaying every artifact, that was created in my fortress; heirloom and public.
In adventure mode I asked around and dwarves seem to give quests related to their family's heirloom but not the property of their town.
It could very well be a feature, that is pretty much unimportant in fortress mode.

Well, now I am just confused.   :(

That's kind of your own fault. You knew what you were in for, when you downloaded the new version.  ;)
Title: Re: New release !!SCIENCE!!
Post by: Acolyte on December 18, 2017, 06:38:46 pm
In other news—A dwarven child in my fort just made an artifact ring and claimed it, not as a gift to the civilization or as a family heirloom, but as a personal treasure. Is this new?

Maybe it was .... Precious to him.....  ;)

   - Shane
Title: Re: New release !!SCIENCE!!
Post by: pikachu17 on December 19, 2017, 11:02:16 am
So, I discovered a dwarven fortress in legends mode, that apparently had been embroiled several times in water rights, and territory disputes. With an angelic vault. I didn't know water rights was a thing, let alone with vaults.
Title: Re: New release !!SCIENCE!!
Post by: martinuzz on December 19, 2017, 11:37:16 am
What would you do when some angelic bastards keep turning your well into holy water? Can't let them get away with their bullying.

https://www.youtube.com/watch?v=CSvFpBOe8eY
Title: Re: New release !!SCIENCE!!
Post by: callisto8413 on December 19, 2017, 01:36:20 pm
I raided another Fortress and now they sent a small army to put me under siege.  What happens when my Artifact Squad shows up from a different raid?  I assume there will be a fight...maybe I should get my squads ready for it?   So many new things to explore or that can kill my game!   ;D
Title: Re: New release !!SCIENCE!!
Post by: Urist Dimplebooks on December 20, 2017, 09:42:29 am
I think I found a bug with pedestals.
I tried to pretty up a passage room at the eastern quaters 3rd lvl with a display of glass crafts but messed up a bit.
I first found out it's possible to display more than one item to one pedestal. However, since they didn't carry it over I thought I'm mistaken and set up 3 more to move the pieces there. Then I set them to the displayed items AFTER I stopped the original display. They were completely ignored though. Seems dwarves ignore items that are ON a pedestal even if not displayed. So I deconstructed the pedestal which led to hundreds of messages, that the items were displaced. After stopping all displays and resetting them, the same happened. I only managed to stop this madness by de- and reconstructing all pedestals.
Title: Re: New release !!SCIENCE!!
Post by: BruceyBoyo on December 20, 2017, 12:22:33 pm
I sent the army to raid a nearby goblin pit.

They sneaked in and sneaked out again. No hostile action was taken. That's not how you war, guys ;_;

Seriously, I was hoping for mass murder of the goblins I'm at war with. Turns out they just sneak in and then leave peacefully.
Title: Re: New release !!SCIENCE!!
Post by: escondida on December 20, 2017, 01:03:21 pm
I sent the army to raid a nearby goblin pit.

They sneaked in and sneaked out again. No hostile action was taken. That's not how you war, guys ;_;

Seriously, I was hoping for mass murder of the goblins I'm at war with. Turns out they just sneak in and then leave peacefully.

Think of it as the equivalent of those raids where you get the announcement "An ambush! Curse them!" moments before they scurry off the map again because they were just passing through.

Also, it might be just as well: goblin pits are generally ludicrously overpopulated, and I'd imagine even an elite squad could be overcome by numbers alone...
Title: Re: New release !!SCIENCE!!
Post by: BruceyBoyo on December 20, 2017, 01:25:41 pm
I sent the army to raid a nearby goblin pit.

They sneaked in and sneaked out again. No hostile action was taken. That's not how you war, guys ;_;

Seriously, I was hoping for mass murder of the goblins I'm at war with. Turns out they just sneak in and then leave peacefully.

Think of it as the equivalent of those raids where you get the announcement "An ambush! Curse them!" moments before they scurry off the map again because they were just passing through.

Also, it might be just as well: goblin pits are generally ludicrously overpopulated, and I'd imagine even an elite squad could be overcome by numbers alone...

The population is listed as "~60", so I feel like I could probably handle it with my 15 legendary supreme death machines. (there are however multi-thousand-pop fortresses around if I ever feel like arranging any noble an Unfortunate Accident with Extreme Prejudice - though my queen has no item preferences AND got elected mayor, so I don't think I'll need any accidents soon)

Come to think of it, can remote squads be overcome by numbers? I thought they could only fight duels in the worldgen-based combat system these used... (meaning my elite dwarves would just fight a ridiculous number of 1v1 duels)
Title: Re: New release !!SCIENCE!!
Post by: pikachu17 on December 20, 2017, 03:06:35 pm
I sent the army to raid a nearby goblin pit.

They sneaked in and sneaked out again. No hostile action was taken. That's not how you war, guys ;_;

Seriously, I was hoping for mass murder of the goblins I'm at war with. Turns out they just sneak in and then leave peacefully.
yeah, that is kind of strange the way it works.
If you keep sending them though, eventually someone will spot them, and they will then have a battle.
Title: Re: New release !!SCIENCE!!
Post by: gre11023 on December 21, 2017, 01:56:06 am
So, word around the grapevine is that, in the 0.44.XX release, dense metals (silver, platinum, etc.) alone don't make for good blunt weapons anymore, that edge counts for armor penetration. I haven't found any proof for these statements, can anyone point me toward a way to test this to verify if this is true? Or maybe I missed some weapon research forum thread detailing this stuff? If anyone knows, please tell me, thank you.
Title: Re: New release !!SCIENCE!!
Post by: Urist McVoyager on December 21, 2017, 10:07:36 am
Well, I mean, the easiest way to test things is set them up in the testing arena, isn't it? You know which metals you're dealing with, so just set up ten on ten battles between the same species, with all else the same, and test out what happens when you switch up weapons between battles.
Title: Re: New release !!SCIENCE!!
Post by: pikachu17 on December 21, 2017, 01:27:49 pm
And make a silver-weighted material with ridiculously good edge, so you can test this.



I may have discovered a big, as none of the artifacts I stole are choosable as weapons for my military after I reclaimed.