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Author Topic: Dwarf Fortress 0.34.06 Released  (Read 68546 times)

vrga

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Re: Dwarf Fortress 0.34.06 Released
« Reply #120 on: March 27, 2012, 07:27:58 am »

Will a lack of the [CLOTHING] tag in the entity prevent unhappy thoughts from nakedness?
Testing reveals: no.

With no [CLOTHING] and no shirts in the entity, my entire party was unhappy about their nakedness. How unfortunate.
They must really loath their kingdom.  You shouldn't have given them Torso Awareness.
Surely you mean Torso Awaregness :p
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Otherwise known as the Release Urist Now Apocalyptic Weapon of Arse Yerking, or the R.U.N.A.W.A.Y. system.

Starver

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Re: Dwarf Fortress 0.34.06 Released
« Reply #121 on: March 27, 2012, 08:18:45 am »

Surely you mean Torso Awaregness :p
Just like with a particularly infamous dragon dagon, I am obviously afflicted by self-corrective reading/writing...

(Are we off-topic yet?  And is it my fault?  Probably yes, for both.)
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The Merchant Of Menace

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Re: Dwarf Fortress 0.34.06 Released
« Reply #122 on: March 27, 2012, 08:48:59 am »

Will a lack of the [CLOTHING] tag in the entity prevent unhappy thoughts from nakedness?
Testing reveals: no.

With no [CLOTHING] and no shirts in the entity, my entire party was unhappy about their nakedness. How unfortunate.
They must really loath their kingdom.  You shouldn't have given them Torso Awareness.
But they won't have enough protection from the Knob Goblins without shirts on.
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Drakkett

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Re: Dwarf Fortress 0.34.06 Released
« Reply #123 on: March 27, 2012, 12:21:04 pm »

I'm working on spinning up my clothing shops prior to updating, what is the minimal amount of clothing required for a dwarf not to feel naked?  Shirt, pants, shoes, socks? (I have about 200 naked dwarfs that I'd like to have clothing made for when they realize suddenly they are naked).
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MaximumZero

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Re: Dwarf Fortress 0.34.06 Released
« Reply #124 on: March 27, 2012, 01:11:52 pm »

I don't dump my XsocksX. My mum's always telling me off for it.

And I may have some that are older than you...  (Without in any way checking that if contributed to the demographic thread, or similar, just assuming. ;) )
A buddy of mine wears socks until the bottoms fall completely off. He then wears them as spats until they disintegrate completely.
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JasonMel

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Re: Dwarf Fortress 0.34.06 Released
« Reply #125 on: March 27, 2012, 01:47:23 pm »

I would just like to thank Toady One for the workaround for that old savegame load crash I reported. It worked, as unto a charm.
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Garath

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Re: Dwarf Fortress 0.34.06 Released
« Reply #126 on: March 27, 2012, 04:00:08 pm »

I'm getting 2 year old. or even older migrants that say that they are babies. In one fort the mothers actually icked them up but in three others they were left to starve alone. The oldest "baby" was 5. Is this a bug regarding people from previous forts migrating or something? I think I recognized some names and it was not an issue for the first fort in the world.
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ollobrains

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Re: Dwarf Fortress 0.34.06 Released
« Reply #127 on: March 27, 2012, 10:52:08 pm »

Are togas present ingame as a base cloth type to keep a dwarf covered.
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Radiant_Phoenix

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Re: Dwarf Fortress 0.34.06 Released
« Reply #128 on: March 27, 2012, 11:38:12 pm »

Are togas present ingame as a base cloth type to keep a dwarf covered.
Yes.

Code: (from item_armor.txt) [Select]
[ITEM_ARMOR:ITEM_ARMOR_TOGA]
[NAME:toga:togas]
[UBSTEP:1]
[LBSTEP:1]
[LAYER:OVER]
[COVERAGE:100]
[LAYER_SIZE:30]
[LAYER_PERMIT:100]
[MATERIAL_SIZE:5]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

If you replace all the existing "[ARMOR:*:*]" tokens under the dwarves in entity_default with:
Code: [Select]
[ARMOR:ITEM_ARMOR_TOGA:FORCED]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]

then remove [PANTS:ITEM_PANTS_PANTS:COMMON] from the dwarven entity, that should get you a bunch of toga-wearing dwarves.
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guebstrike

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Re: Dwarf Fortress 0.34.06 Released
« Reply #129 on: March 28, 2012, 09:43:19 am »

"removed negative clothing thoughts for children"

This is good since all of the children in my .06 fort are going berserk, destroying everything, and are being slaughtered by the masses. One of them attacked a caravan last night.
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greycat

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Re: Dwarf Fortress 0.34.06 Released
« Reply #130 on: March 28, 2012, 05:33:42 pm »

Are togas present ingame as a base cloth type to keep a dwarf covered.

Togas are one of the clothing types that some dwarven civilizations know how to make, and others do not.  If it shows up as "(foreign)" on the armor list in your military uniform screen (m n A), then your civilization doesn't make them.
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TomiTapio

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Re: Dwarf Fortress 0.34.06 Released
« Reply #131 on: March 29, 2012, 07:57:57 am »

Now that the caravan wagons are back, seems there is a bug when you build two depots.
Wagons go to one (or queue to it), and the other merchants with pack animals go to the other.
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Kogut

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Re: Dwarf Fortress 0.34.06 Released
« Reply #132 on: March 29, 2012, 08:30:52 am »

Now that the caravan wagons are back, seems there is a bug when you build two depots.
Wagons go to one (or queue to it), and the other merchants with pack animals go to the other.
AFAIK this is new one - the best way to fix it is to report bug/find existing report and upload save (before arrival of bugged caravan) to http://www.bay12games.com/dwarves/mantisbt/my_view_page.php
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Footkerchief

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Re: Dwarf Fortress 0.34.06 Released
« Reply #133 on: March 29, 2012, 09:12:29 am »

Now that the caravan wagons are back, seems there is a bug when you build two depots.
Wagons go to one (or queue to it), and the other merchants with pack animals go to the other.
AFAIK this is new one - the best way to fix it is to report bug/find existing report and upload save (before arrival of bugged caravan) to http://www.bay12games.com/dwarves/mantisbt/my_view_page.php

It probably falls under this report.
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floundericiousWA

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Re: Dwarf Fortress 0.34.06 Released
« Reply #134 on: March 29, 2012, 12:29:43 pm »

How about fixing ghost bugs next? And/or make engraving memorials easier (looking through hundreds of entries which are only sorted by date is quite tedious). Personally I donīt really care about animal training and clothing, but thatīs only me I guess. I care about ghosts who canīt be put to rest because they donīt even appear in the engrave slab screen and being able to select that nasty ghost who is haunting your fortress WITHOUT having to check hundreds of names only to find out that he's not on the list.

This.

It'd be swell if "ghostly whatevers" could be put to rest with a memorial slab placed similar to a coffin... the mechanics of getting a slab engraved with the right name is a real PITA.

It could work better if...say... you had the ability to set it up empty/blank just like a burial receptacle, then (q)uery-tag it for (b)urial/memorial and then (a)ssign a ghostly malingerer to it, which would be completed by an engraver as a job.  that way you still need a mason to create the slab, you still need to build the memorial, and you can choose ghosts to be memorialized which will then need to be completed by an engraver.
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