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Author Topic: Dwarf Fortress 0.47.03 Released  (Read 76391 times)

PlumpHelmetMan

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Re: Dwarf Fortress 0.47.03 Released
« Reply #90 on: February 23, 2020, 04:34:10 pm »

Anyone else finding that worldgen crashes way more frequently in this version than the last? Haven't seen many other complaints so maybe it's just me.
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Ziusudra

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Re: Dwarf Fortress 0.47.03 Released
« Reply #91 on: February 23, 2020, 04:40:07 pm »

Yes but you must not have been paying much attention because there's been plenty of discussion about wg crashes.
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #92 on: February 23, 2020, 05:53:27 pm »

Yes but you must not have been paying much attention because there's been plenty of discussion about wg crashes.
There's been crashes, but I don't think anyone's said up until now that 47.03 is crashing more than 47.02. Personally I've had one crash on 47.03 and the seed didn't repeat it, which is a bit annoying.
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PatrikLundell

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Re: Dwarf Fortress 0.47.03 Released
« Reply #93 on: February 23, 2020, 05:55:09 pm »

Anyone else finding that worldgen crashes way more frequently in this version than the last? Haven't seen many other complaints so maybe it's just me.
If by "last" you mean 0.44.12 (rather than 0.47.02), then, as Ziusudra said, you've missed a lot of the reports (significant parts of the threads for the earlier releases consisted of world gen crash seeds). If, on the other hand you actually meant 0.74.02 it sounds odd, since Toady has fixed some crashes, and probably hasn't added new ones in that process (or the other bug fixing).
World gen crash fixing is a slow process, however, so I wouldn't be surprised if Toady looks at a number of crashes to figure out what caused them and then moves on to other bugs until the next release so as not spend too much time hunting down the same fixed bugs over and over again. Additional crashes have been fixed for the next release, but we'll have to wait to see if that accounts for most of them.
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PlumpHelmetMan

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Re: Dwarf Fortress 0.47.03 Released
« Reply #94 on: February 23, 2020, 06:00:17 pm »

Yeah I meant 47.03 specifically. It's mostly longer worldgens (400+ years), so maybe that's why nobody's noticed (or again, maybe it's just me).
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Silverwing235

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Re: Dwarf Fortress 0.47.03 Released
« Reply #95 on: February 23, 2020, 06:02:16 pm »

Hmm...While we're on the subject of wg crashes anyway.....how to put this? (Inaccurate, incorrect metaphor may follow....or inaccurate & incorrect.) You see, the system is generally working to spec, but the main problem seems to be pressure backup being contributed to by a leaky pipe somewhere, by the looks of it.

(TL;DR: a crash bug report needs filing, with particular attention given to creature dupe modded raws. I will be appropriately grateful if this turns out to have been done already.)
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #96 on: February 23, 2020, 06:06:04 pm »

Yeah I meant 47.03 specifically. It's mostly longer worldgens (400+ years), so maybe that's why nobody's noticed (or again, maybe it's just me).
Longer worldgens have been crashing all along. I don't think the frequency has increased. Certain combinations and raw changes that some people use seem to cause crashes all the time.

Crashes happen when some combination of worldgen events hits a snag. More worldgen events occur in long worlds, so long worlds crash more.
« Last Edit: February 23, 2020, 06:09:10 pm by Shonai_Dweller »
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TomiTapio

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Re: Dwarf Fortress 0.47.03 Released
« Reply #97 on: February 23, 2020, 06:13:05 pm »

so maybe that's why nobody's noticed (or again, maybe it's just me).
OH WE HAVE NOTICED (that 01 02 03 wgen crashes)... and discussed it.
Entered seeds manually to get repeatable wgen crashes. a,b,c,d got crash.
http://dffd.bay12games.com/file.php?id=14759
Spoiler (click to show/hide)
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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 #98 on: February 23, 2020, 06:33:03 pm »

so maybe that's why nobody's noticed (or again, maybe it's just me).
OH WE HAVE NOTICED (that 01 02 03 wgen crashes)... and discussed it.
Entered seeds manually to get repeatable wgen crashes. a,b,c,d got crash.
http://dffd.bay12games.com/file.php?id=14759
Spoiler (click to show/hide)
The (clarified) statement was that "47.03 is crashing more than 47.02". No-one (on this forum) has been discussing this.

Anyone else noticed this? Plumphelmetman have you changed anything about your worldgen settings, raws, etc between 47.02 and now?
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #99 on: February 23, 2020, 07:20:26 pm »

An artifact was stolen from my museum a year or so ago. No-one has mentioned it to the Captain of the Guard yet. There are no crimes in my fortress.
Is that normal, or is it a result of me playing modded dwarves whose ethics regarding theft are very loose (MISGUIDED), so they just don't care?

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FantasticDorf

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Re: Dwarf Fortress 0.47.03 Released
« Reply #100 on: February 23, 2020, 07:44:47 pm »

An artifact was stolen from my museum a year or so ago. No-one has mentioned it to the Captain of the Guard yet. There are no crimes in my fortress.
Is that normal, or is it a result of me playing modded dwarves whose ethics regarding theft are very loose (MISGUIDED), so they just don't care?

I wouldnt dispute that, misguided is generally just a frowning distaste and currently justice is still a very in development feature for where its meant to be, we're not quite at the 'interrogate anybody' stage Toady was leaning towards, but you can implicate to investigate people for a existing crime.

On a side note, i've recently put in a tavern keeper and its amazing how well they run now, they especially target dwarves with empty drinking needs (rarely accomodated due to drinking alcohol for sustainance pretty much 24/7 and being dependent alcoholics) or else target tavern visitors to make them share rumors and in turn clumsily let secrets out about the fortress and the location of its artifacts.
  • Its also low-key amazing that tavern-keeper's role is to especially scope out dwarves needs rather than think about themselves because it opens up a whole load of other things dwarves can do that aren't begrudging labor jobs like feeding other dwarves buckets of water
None of the rumors are particularly interesting or mechanically useful in this version to 44.12 though, the liason always has much more news about kidnappings and such the visitors aren't privvy to.
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #101 on: February 23, 2020, 08:12:00 pm »

Ha. "Human Fire Administrator has shared some rumours". No wait, visitor list says that guy is a "human criminal". So I wonder if he's a fire administrator pretending to be a criminal or a criminal pretending to be a fire administrator. Or just a corrupt fire administrator. Hmm.
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Toady One

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Re: Dwarf Fortress 0.47.03 Released
« Reply #102 on: February 23, 2020, 08:20:55 pm »

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

Are these going on the tracker?  It'll be hard to find them in here.

With bug http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444 fixed, does it also simultaneously fix the issue with Marksdwarves dodging through fortifications or is it a different cause for that bug?

This is likely different as fortifications are a mess - the game treats them as arrow slits or crenelations depending on where you look, and it needs to be made consistent, which is a largeish task.

An artifact was stolen from my museum a year or so ago. No-one has mentioned it to the Captain of the Guard yet. There are no crimes in my fortress.
Is that normal, or is it a result of me playing modded dwarves whose ethics regarding theft are very loose (MISGUIDED), so they just don't care?

Yeah, if the mod doesn't have a punishment set (including exile in w.g., but that's not a fort mode thing yet), there is no crime to report.
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.03 Released
« Reply #103 on: February 23, 2020, 08:30:25 pm »

Good to know, thank you Toady.
That would be why it wasn't recorded as a theft in Legends Mode either then, I guess? Someone plotted to steal it, corrupted a dwarf to help him steal it and then...offered it to his necromancer boss. There's usually an "stole the artifact" message in between there somewhere.

Hmm. Although it seems that Legends records regular thefts as thefts (at some point some crafty hobbits snuck in, stole a bunch of stuff from my stockpiles and left before anyone noticed them). Dwarves are even carving the event on the wall. Ha ha.
« Last Edit: February 23, 2020, 08:33:07 pm by Shonai_Dweller »
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TomiTapio

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Re: Dwarf Fortress 0.47.03 Released
« Reply #104 on: February 24, 2020, 07:55:21 am »

migrants and burrow and grassfire and BONFIRE log smoke, pathing issue:
added to tracker as low priority http://www.bay12games.com/dwarves/mantisbt/view.php?id=11414
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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
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