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Author Topic: Dwarf Fortress 0.34.11 Released  (Read 242909 times)

Johuotar

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Re: Dwarf Fortress 0.34.11 Released
« Reply #30 on: June 05, 2012, 06:11:46 am »

There are some good fixes in this one. Il have a look at this.
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Mego

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Re: Dwarf Fortress 0.34.11 Released
« Reply #31 on: June 05, 2012, 07:12:45 am »

For bash you should be able to do this to the launch script:

1) Change #!/bin/sh to #!/bin/bash

2) Change the last line to: cd "${PWD}"; exec ./dwarfort.exe "$@"

This will work.

LordBaal

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Re: Dwarf Fortress 0.34.11 Released
« Reply #32 on: June 05, 2012, 08:19:26 am »

   (*) Auto-assign new baby animals to mother's pasture/pond
This one alone more than made my day! Thanks Toady, I almost feel compelled to report your post... to report it's awesome!
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MadeOfStarDust

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Re: Dwarf Fortress 0.34.11 Released
« Reply #33 on: June 05, 2012, 11:07:25 am »

Thanks Toady for the new update! Now the newly-born dwarven babies in my forts will no longer cause horrible tantrum spirals over not wearing clothes!

(Also, I see that he had already fixed the "sleep in glacier - turn into magma crab" bug.)
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khearn

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Re: Dwarf Fortress 0.34.11 Released
« Reply #34 on: June 05, 2012, 11:22:57 am »

Intelligent masons?
Hurray!

I suspect it's more like "less stupid masons". But I'm not complaining, it's still an improvement. But now we'll have to learn the quirks of the new behavior.
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Re: Dwarf Fortress 0.34.11 Released
« Reply #35 on: June 05, 2012, 02:42:12 pm »

Thanks Toady for the new update! Now the newly-born dwarven babies in my forts will no longer cause horrible tantrum spirals over not wearing clothes!
What do you mean? They are wearing clothes! They now spawn wearing their birthday suits.

Quote
(Also, I see that he had already fixed the "sleep in glacier - turn into magma crab" bug.)
But... it was the best bug...
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rtg593

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Re: Dwarf Fortress 0.34.11 Released
« Reply #36 on: June 05, 2012, 02:58:09 pm »

Quote
I assign hens to a 1x1 pasture so they don't get off the eggs, this will force all 10-14 poults to stay on that square with the mother instead of spreading out... Won't that make them fight?

Did you know that the average Dwarf Fortress hen has less than one tile of space in which to live, denying them their natural instincts like abandoning their eggs, slowing frame-rate, and stopping doors from closing when you really need them shut?

Buy McUrist Farms' free-range eggs today!  Our hens are free to roam in outdoor pastures, enjoying sunlight, blood-draining mists, and gentle rains of goblin arrows...

Lol, they're in a decent sized birthing room, I just got tired of the hens not always staying on the nest, so I made little pastures.
« Last Edit: June 05, 2012, 06:19:08 pm by rtg593 »
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terko

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Re: Dwarf Fortress 0.34.11 Released
« Reply #37 on: June 05, 2012, 04:01:44 pm »

   (*) Auto-assign new baby animals to mother's pasture/pond

Now all we need a possibility to sort animals by type and gender. Makes mass butchering assignments even easier then.
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Stormfeather

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Re: Dwarf Fortress 0.34.11 Released
« Reply #38 on: June 05, 2012, 06:12:09 pm »

Actually, animals hatching from eggs aren't automatically assigned to pastures, so you're still safe on that, until Toady fixes it. ;)
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rtg593

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Re: Dwarf Fortress 0.34.11 Released
« Reply #39 on: June 05, 2012, 06:20:26 pm »

Actually, animals hatching from eggs aren't automatically assigned to pastures, so you're still safe on that, until Toady fixes it. ;)

Oh, goody. My sows only seem to ever give birth to 1, so they should be fine in their pens. Cool.
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Is it because light travels faster than sound,
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greycat

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Re: Dwarf Fortress 0.34.11 Released
« Reply #40 on: June 05, 2012, 06:46:36 pm »

For bash you should be able to do this to the launch script:

1) Change #!/bin/sh to #!/bin/bash

That would only matter if the script used any bash-specific features.  But it doesn't, so changing that would just make it stop working on systems without bash installed in /bin.

Quote
2) Change the last line to: cd "${PWD}"; exec ./dwarfort.exe "$@"

The last line of the Linux version is:

Code: [Select]
./libs/Dwarf_Fortress $* # Go, go, go! :)

The $* should be "$@" (with the quotes) as you said.  cd "$PWD" is a no-op (change directory to the current directory), so it shouldn't be there.  Adding the exec is good (but not strictly required).

Code: [Select]
exec ./libs/Dwarf_Fortress "$@" # Go, go, go! :)

"$@" is shell magic that expands the positional parameters as a list of words, one per argument, as if you had typed "$1" "$2" "$3" ... knowing how many parameters there would be.  $* or $@ (without quotes) are almost always wrong.
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Abysium

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Re: Dwarf Fortress 0.34.11 Released
« Reply #41 on: June 05, 2012, 07:02:54 pm »

wizardry!

but hurrray for new version!
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HiEv

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Re: Dwarf Fortress 0.34.11 Released
« Reply #42 on: June 05, 2012, 08:42:15 pm »

I assign hens to a 1x1 pasture so they don't get off the eggs

I don't think that there is any need to do this.  I don't assign my turkeys to any pasture, and when they're ready to lay eggs they find a nearby nest box, lay eggs, and stay on them until the eggs hatch or are collected by a dwarf.

EDIT: You may be in luck anyways:

Bug #5990: Babies hatching from eggs aren't auto-assigned to pastures
« Last Edit: June 05, 2012, 09:41:44 pm by HiEv »
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Blucher

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Re: Dwarf Fortress 0.34.11 Released
« Reply #43 on: June 06, 2012, 02:18:59 am »

Awesome!  Thank you!

EDIT:
Quote
(*) Stopped haulers from wandering in loops in certain circumstances
Does anyone have details on this?
« Last Edit: June 06, 2012, 02:41:13 am by Blucher »
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loose nut

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Re: Dwarf Fortress 0.34.11 Released
« Reply #44 on: June 06, 2012, 03:24:47 am »

That is a thing that would happen. Every so often (but not so often that it'd interfere with your fort) you'd find a dwarf with a bin going in circles, unable to decide what to do with it. Forbidding the hauled object would break the dwarf's indecision, and you could reclaim it and get on with things.
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