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Author Topic: Dwarf Fortress 0.47.03 Released  (Read 73291 times)

Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #60 on: February 20, 2020, 03:26:27 am »

I've generated so many worlds searching for an animal person with available religion that I think it must be bugged then. I'm going to test some Elf-only high savagery worlds just to make sure though. I think that should get me some decent sized civilized animal-person pops.

All the other non-standard civ members, including integrated experiments, seem to pick up religion in at least one site in every world I make, but never, ever, an animal person.

-Elf-land test:
I have a site in a 200 year-old elf world in which 409 cardinal men currently reside. They've been arriving dozens at a time since the year 86. Elves in the site all worship one of 3 different forces. Cardinal men get none.

169 hedgehog men, living in harmony with elves at their forest retreat, no religion. Same site has hundreds of kangaroo men and cardinal men too. All living there for at least 50 years. No religion despite presence of a force for all elves to worship.

(Yes, elf force religions spread happily to regular races).

And even with a pantheon, no difference. 100 elven gods to worship. But the population of  Cleanpack (185 red squirrel men since 77 years ago, 191 two-humped camel men since 50 years ago) only allows elves to have religion (and would allow other civilized races including experiments to worship, but this world doesn't have any)

*Although, please note that it could be just the Adventurer menu that's at fault rather than adoption of religion by animal people*
« Last Edit: February 20, 2020, 05:17:49 am by Shonai_Dweller »
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brewer bob

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Re: Dwarf Fortress 0.47.03 Released
« Reply #61 on: February 20, 2020, 04:06:57 am »

I ran into an issue with interrogations yesterday. I had scheduled a dwarf to be interrogated when he got a strange mood. While collecting the ingredients the sheriff interrupted him, dragged him to his office and after that the dwarf resumed making the artifact. However, when he completed his work the artifact was a Planepacked -styled mega-artifact (with a 30 page description) using up almost all of the fort's stone. Managed to reproduce this when the next dwarf got moody.

(As a note, I do have DFHack alpha installed - if that matters).

Here's a link to the reddit post: https://old.reddit.com/r/dwarffortress/comments/f67pf0/a_moody_dwarf_made_a_crown_worth_over_2_million/

Another issue with the interrogation system I've had was that I had scheduled an interrogation for a dwarf, but the dwarf died before the sheriff could interrogate him. So, the sheriff went and interrogated the body and the dead dwarf complied revealing his plans. (The same happened a couple of times, but haven't tried to reproduce it intentionally.)

TomiTapio

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Re: Dwarf Fortress 0.47.03 Released
« Reply #62 on: February 20, 2020, 08:45:05 am »

uploaded another save:
possible bug: migrants and burrow and grassfire. Migrants standing in line at illogical place.
OldGenesis Ironhand raws.
http://dffd.bay12games.com/file.php?id=14840
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #63 on: February 20, 2020, 10:26:29 pm »

Dwarves have the month off and they're all enjoying themselves. Clumping together in non-diagonal socializing groups, praying, playing with toys. It's fantastic.

Oh, except for my head-carpenter. He's stood in the middle of the tavern avoiding all the other other clumps and is purple-text Socializing!. That's not good.

Dwarves shuffle around, carpenter heads for the nearest empty space and....metalsmith makes a beeline for him, literally tackles him to the floor and is now standing on top of him! The two are happily socializing in this position.

So that's all working.

(Taking fantasticdorf's bug report into account, I've pastured my cats - the only loose animals in the fortress - at the entrance to the tavern. That seems to work nicely and I guess anyone needing to pet a cat can manage it easily enough).
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draeath

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Re: Dwarf Fortress 0.47.03 Released
« Reply #64 on: February 20, 2020, 11:20:27 pm »

... and it'd be difficult to dive into a community effort to construct a more usable virtual computer with the deadlines approaching.

Understandable. Should you ever have the time and the want to work on that, I'm happy to help. I couldn't do much with the core dump either as I'm not a developer primarily - I'd personally be nearly useless in this regard without debugging symbols - but helping you build yourself a basic Linux virtual machine is certainly in my wheelhouse (I'm a linux sysadmin by day).
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FantasticDorf

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Re: Dwarf Fortress 0.47.03 Released
« Reply #65 on: February 21, 2020, 05:44:37 am »

Dwarves have the month off and they're all enjoying themselves. Clumping together in non-diagonal socializing groups, praying, playing with toys. It's fantastic.

Dwarves shuffle around, carpenter heads for the nearest empty space and....metalsmith makes a beeline for him, literally tackles him to the floor and is now standing on top of him! The two are happily socializing in this position.

I call that 'need frustration' as super over-worked dwarves doing important jobs dont have much time to really beat out their needs like a super-intense session at the temple if no musical instruments are availible to lessen it sooner (i have a long suffering mason/stone detailer from the 'play now' settings almost constantly booked for work, my relaxed carpenter however actually gets needs filled by doing work to become focused) and once they're at about 60% over it, they socialise like you mention by default not worrying too much about it.

If that's anything to go by, i think your metalsmith and carpenter are going to get along ~swimmingly~  ;)

(Taking fantasticdorf's bug report into account, I've pastured my cats - the only loose animals in the fortress - at the entrance to the tavern. That seems to work nicely and I guess anyone needing to pet a cat can manage it easily enough).

(For anybody wondering what shonai's referring to, its this one )
I recommend setting up specific petting zones, like you did, dwarves dont really interact with stray animals but i guess there is a kind of utility in that they can walk up to pets they already own and pet them (strays can't be petted). Which might be better management for their stress when around pets if not perfect.
  • Suprisingly they're well behaved too, they're usually beelining and making FPS by trying to push past doors to actively get to the meeting zones to be pulled back, but my dogs and cats (cats especially self assigning are a problem for getting out of confinement) sat mostly still in the pasture chilling out
« Last Edit: February 21, 2020, 05:50:04 am by FantasticDorf »
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #66 on: February 21, 2020, 05:55:02 am »

I assume that, like in Adventurer, people who want to pet something can pet anyone's pet. That's handy, I think.
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martinuzz

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Re: Dwarf Fortress 0.47.03 Released
« Reply #67 on: February 21, 2020, 06:04:08 am »

Does vermin become an issue when all cats are confined to pastures?
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FantasticDorf

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Re: Dwarf Fortress 0.47.03 Released
« Reply #68 on: February 21, 2020, 06:08:44 am »

Does vermin become an issue when all cats are confined to pastures?

Figuratively yes, but nothing that can't be dealt with using animal traps & stone pots anyway. Cats just massacre them (mainly the only other thing they do other than buggily try to speak to dwarves & follow their master around) usually to try and deplete as much of the site-population of vermin as possible to the point where it'll actually be easier to probably maybe use a kennel to collect some small pets, or extract some usable materials from creepy crawlers (meat) cave spiders (extract with a vial collection) etc.
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kaijyuu

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Re: Dwarf Fortress 0.47.03 Released
« Reply #69 on: February 21, 2020, 06:10:16 am »

I've had difficulty actually *trying* to make a dwarf tantrum (I'm trying to get a vampire). Things are certainly more playable than before, but I feel it's a bit of a bandaid over the real problem: not being able to fill needs and relieve stress in an automated way (or even an excessive micromanagement way). I don't mind if my dwarves are moody, provided I actually have the power to help them. As it stands it seems they just get grumpy and unfocused if their lives are horrible.

But anywho I'm having lots of fun with the new release. Glad I can do raids with (less) worry of save corruption. :)
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #70 on: February 21, 2020, 06:30:01 am »

Does vermin become an issue when all cats are confined to pastures?
I only pastured my cats during the dorfs' month off. I was worried about vermin too.
It remains to be seen if dwarves can actually be kept sane in the current version with only a month off every year, but I guess it needs to be tested anyway. We're two years and three sieges in and no-one's stressed yet (no special clean-up micromanagement going on, just a big ol' corpse pile someplace dorfs won't path through too often). Oh, slight rotten wild boar corpse miasma on the stairwell accident too. Ah well...

--
Scanning through dorfs I thought I'd found two non-starting seven migrants who'd become lovers. Turned out they were lovers from years earlier but one turned up at the fortress a year or so later than the other. Still, that's a helpful thing to happen.

One of them has a "husband" but he was killed by an ape demon 50 years ago and in fact they divorced about 10 years before that. Shouldn't it be "ex-husband" or something similar? Puritans might mistakenly get all upset at ascii adultery.
« Last Edit: February 21, 2020, 07:41:56 am by Shonai_Dweller »
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Bumber

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Re: Dwarf Fortress 0.47.03 Released
« Reply #71 on: February 21, 2020, 07:58:11 pm »

I posted a pair of saves for another loyalty cascade issue: http://www.bay12games.com/dwarves/mantisbt/view.php?id=11046

The first is a save of the fight breaking out that sometimes results in the issue. The second is a save a few ticks after where dwarves are being "interrupted by axedwarf" and the cascade is inevitable. The saves are from the current version, despite the bug report being older.
« Last Edit: February 21, 2020, 08:00:57 pm by Bumber »
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Urlance Woolsbane

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Re: Dwarf Fortress 0.47.03 Released
« Reply #72 on: February 22, 2020, 12:06:43 am »

One of them has a "husband" but he was killed by an ape demon 50 years ago and in fact they divorced about 10 years before that. Shouldn't it be "ex-husband" or something similar? Puritans might mistakenly get all upset at ascii adultery.
I seem to recall seeing marital infidelity mentioned in a dev-log over the past year, so, while this is a kind of transcription error, it should be present in a future release, if it isn't in this one.
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #73 on: February 22, 2020, 12:25:39 am »

One of them has a "husband" but he was killed by an ape demon 50 years ago and in fact they divorced about 10 years before that. Shouldn't it be "ex-husband" or something similar? Puritans might mistakenly get all upset at ascii adultery.
I seem to recall seeing marital infidelity mentioned in a dev-log over the past year, so, while this is a kind of transcription error, it should be present in a future release, if it isn't in this one.
Oh, there is, of course. That's part of this release.
Just saying "husband" at the top of the relationships list is inaccurate when they've been divorced for decades and he's been dead for 30 years.
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Urlance Woolsbane

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Re: Dwarf Fortress 0.47.03 Released
« Reply #74 on: February 22, 2020, 01:54:41 am »

One of them has a "husband" but he was killed by an ape demon 50 years ago and in fact they divorced about 10 years before that. Shouldn't it be "ex-husband" or something similar? Puritans might mistakenly get all upset at ascii adultery.
I seem to recall seeing marital infidelity mentioned in a dev-log over the past year, so, while this is a kind of transcription error, it should be present in a future release, if it isn't in this one.
Oh, there is, of course. That's part of this release.
Just saying "husband" at the top of the relationships list is inaccurate when they've been divorced for decades and he's been dead for 30 years.
No argument there. Legends Mode generally seems to have trouble differentiating between parts of a person's life.
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