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Author Topic: Dwarf Fortress 0.40.13 Released  (Read 44904 times)

Toady One

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Dwarf Fortress 0.40.13 Released
« on: September 17, 2014, 01:59:48 pm »

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This release fixes some more bugs, old and new.

Major bug fixes
   (*) Fixed item storage crash related to minecart being destroyed
   (*) Stopped dwarves from trying to clean their own missing or internal body parts
   (*) Cleared old activities properly so they aren't considered by dwarves for too long

Other bug fixes/tweaks
   (*) Decreased frequency of conversation-skill-building dwarf chats
   (*) Reworked grazing formula, used fractional exponent to scale properly according to size
   (*) Made grazing tile selection less top-left biased and made it prefer non-creature'd tiles with denser grass
   (*) Made butcher jobs for corpses not in piles respect z coordinate of building (Quietust)
   (*) Handled some issues with subterranean areas being removed through trees
   (*) Made workshop profile skill checks ignore skill rust
   (*) Fixed problem with siege operator skill check (Quietust)
   (*) Stopped a lever linking job from being added if it is already in progress
   (*) Stopped fort dwarves from throwing their clothes off into a pile during unretire after being visited by adventurer
   (*) Stopped fort animals from getting clothing during unretire after being visited by adventurer
   (*) Stopped animals with kills from getting trinkets from corpses
   (*) Stopped animals from growing attached to and bestowing names on items in their possession
   (*) Stopped embark screen from setting neighbors with regular sites that happen to have zombies (due to another bug)
   (*) Made "place item in tomb" job governed by burial instead of item hauling labor
   (*) Made outside refuse order respect inside/outside instead of above ground/subterranean
   (*) Stopped inside above ground corpses/corpse pieces from being destroyed periodically
   (*) Stopped evaporation of inside above ground water from depending on the weather
   (*) Stopped water items on the ground from being cleanable -- they evaporate instead
   (*) Made water spatter evaporate properly over time
   (*) Sped up extrasensory detection
   (*) Sped up tracking of food consumption
   (*) Re-enabled effects of cave adaptation
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khearn

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Re: Dwarf Fortress 0.40.13 Released
« Reply #1 on: September 17, 2014, 02:14:43 pm »

Hmmm, now we'll have to figure out how much space each grazer requires all over again.

Ahh, and I see the return of projectile vomiting cave adapted dwarves. Good times!

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LeoCean

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Re: Dwarf Fortress 0.40.13 Released
« Reply #2 on: September 17, 2014, 02:17:56 pm »

Does [GRAZE_COEFFICIENT:100] set in d_init.txt mean you can't set [GRAZER:60]+ in the creature_.txts? or would you just replace [STANDARD_GRAZER] with [GRAZER:#] in the creature_.txts if you wanted to revert to the old way for some animals but still allow those with [STANDARD_GRAZER] to use the set value from the d_init.
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TD1

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Re: Dwarf Fortress 0.40.13 Released
« Reply #3 on: September 17, 2014, 02:21:12 pm »

Thanks, Toady. Your continued work is much appreciated.
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Toady One

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Re: Dwarf Fortress 0.40.13 Released
« Reply #4 on: September 17, 2014, 02:24:30 pm »

Does [GRAZE_COEFFICIENT:100] set in d_init.txt mean you can't set [GRAZER:60]+ in the creature_.txts? or would you just replace [STANDARD_GRAZER] with [GRAZER:#] in the creature_.txts if you wanted to revert to the old way for some animals but still allow those with [STANDARD_GRAZER] to use the set value from the d_init.

Yeah, just use [GRAZER:#] in an animal to revert it to what it was before.  GRAZE_COEFFICIENT only affects the STANDARD_GRAZER formula.
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StagnantSoul

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Re: Dwarf Fortress 0.40.13 Released
« Reply #5 on: September 17, 2014, 02:27:22 pm »

Yeah Toady! Thanks for the update. Finally, my dwarves can charge off into battle, supported by a wall of elephants and rhinos again! (Small suggestion: the ability to forge armour for war animals the size of grizzlies and up)
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rumpel

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Re: Dwarf Fortress 0.40.13 Released
« Reply #6 on: September 17, 2014, 02:40:57 pm »

lol, right when i generated a new world in .12 :D thanks, toady <3
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Rumrusher

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Re: Dwarf Fortress 0.40.13 Released
« Reply #7 on: September 17, 2014, 03:30:48 pm »

Code: [Select]
   (*) Stopped animals with kills from getting trinkets from corpses
   (*) Stopped animals from growing attached to and bestowing names on items in their possession

Uhh could we get this as an init option like adventurer traps for this being on? then again wonder if it's possible to get adventurer pets like train an animal to be either war/hunting, we already have the ability to vainly talk to the animals just we need is some way to get them to answer back.

Also will this have an effect on modded creatures like playable cats or dogs now unable to get trinkets like other races dwarves unless the modder figures out what triggers the no trophies option?
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mnjiman

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Re: Dwarf Fortress 0.40.13 Released
« Reply #8 on: September 17, 2014, 03:58:00 pm »

Thank You ToadyOne for focusing on bug fixes. I am far more excited and happy about these bugs fixes vs new content being added to a buggy game. Thank you so much. You have my praise.
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FallenAngel

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Re: Dwarf Fortress 0.40.13 Released
« Reply #9 on: September 17, 2014, 04:31:42 pm »

I find the fact that dwarves could clean body parts they no longer have or internal organs hilarious.

jthill

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Re: Dwarf Fortress 0.40.13 Released
« Reply #10 on: September 17, 2014, 04:57:03 pm »

   (*) Stopped dwarves from trying to clean their own missing or internal body parts
I have a persistent memory of one of the Sims 2 loading-activity taglines being "destabilizing orbital payloads" long ago.


Who'd ever have thought a bugfix could eclipse that?
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Robsoie

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Re: Dwarf Fortress 0.40.13 Released
« Reply #11 on: September 17, 2014, 05:24:33 pm »

Thank for that new wave of bugfixes, very appreciated.
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Zarathustra30

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Re: Dwarf Fortress 0.40.13 Released
« Reply #12 on: September 17, 2014, 06:27:09 pm »

Thank you, oh great one! My megaproject causeway fort went from 10 FPS to 18 FPS!
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hermes

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Re: Dwarf Fortress 0.40.13 Released
« Reply #13 on: September 17, 2014, 08:10:08 pm »

Sweet, Fortress season is now open for me, the massive list of bugs fixed with each release is amazing.  Really excited to finally be embarking for a long fort in the new version.   :D  Thanks, Toady!  Will donate when I'm not so poor again.   :(

Took me ages to find a medium island with all large landmasses connected (always feels like a waste if they aren't).  Anyone know if diagonally-adjacent land tiles on the world-view are counted as connected?  If so I could have narrowed my search down earlier.
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Dame de la Licorne

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Re: Dwarf Fortress 0.40.13 Released
« Reply #14 on: September 17, 2014, 08:20:10 pm »

Thank you, oh great one! My megaproject causeway fort went from 10 FPS to 18 FPS!

And mine jumped from 13 FPS to a fluctuating 18.  Many thanks!
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