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Author Topic: Dwarf Fortress 0.31.22 Released  (Read 44890 times)

Tellemurius

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Re: Dwarf Fortress 0.31.22 Released
« Reply #30 on: March 24, 2011, 10:09:53 am »

Aww, no more infinipots :P

Vorthon

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Re: Dwarf Fortress 0.31.22 Released
« Reply #31 on: March 24, 2011, 10:12:12 am »

Ratmen are back? Joy and happiness! And also, platypi.

Can't wait to get my hands on it...
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Greiger

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Re: Dwarf Fortress 0.31.22 Released
« Reply #32 on: March 24, 2011, 10:22:46 am »

Hm.  Bad news Toady, seems I copied the wrong folder.

Copying the origonal save directly from .21 into .22 to try to reproduce also has the water begin flowing normally.

But copying the wrong folder may have made me identify the real problem!  Yay! I have noticed something weird with the freshly copied over ramps.  Transferring the save over appears to be randomly deleting submerged ramps and stairs.  And considering that there was no sign of the stairs visually where there was one previously when I was encountering the issue with the waterfall suddenly stopping, the stairs being deleted may be exactly what happened.

In the case of ramps the down ramp above it still exists, but the up ramp below vanishes.

Here's two screenshots that may explain it better.  (Images are roughly 1230x708 for those with low resolutions)



So It seems to be a map conversion issue.  This appears to have happened throughout the entire map, including the caverns.  It is just most noticable in player made channels.


EDIT: After letting the game run for awhile I'm finding more and more ramps are getting deleted as the game continues... So it may just be 'washing away' ramps and stairs that are submerged as the game runs and NOT deleting them immediately on load.  This is getting weirder and weirder.
« Last Edit: March 24, 2011, 10:35:42 am by Greiger »
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Ovg

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Re: Dwarf Fortress 0.31.22 Released
« Reply #33 on: March 24, 2011, 10:25:37 am »

Great stuff  :) With blots/hospitals working less dwarfs will become useless  :D

Will dwarfs claim clothes properly? Or is that for another bugfix release?
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Rumrusher

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Re: Dwarf Fortress 0.31.22 Released
« Reply #34 on: March 24, 2011, 10:33:39 am »

I wonder if Doug Tennapel would get news of the Ratmen got added back.
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Jorshamo

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Re: Dwarf Fortress 0.31.22 Released
« Reply #35 on: March 24, 2011, 10:49:36 am »

Hallelujah.

Also:
   (*) Cleaned up some issues with glass items

Does this mean crystal glass will work now? Even so, the other bug fixes are great!
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Footkerchief

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Re: Dwarf Fortress 0.31.22 Released
« Reply #36 on: March 24, 2011, 10:51:16 am »

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Greiger

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Re: Dwarf Fortress 0.31.22 Released
« Reply #37 on: March 24, 2011, 11:00:21 am »

I believe by using science I have determined what has been happening with the bug I have been mentioning.  There are still some oddities but I think I have enough to submit a bug report.

Bug report: #0004315

It appears all water in .22 (not just saves carried over from previous versions, and possibly not water that is not flowing) interacts with the grass growing code in a way that deletes mined out stairs and ramps.

My thoughts on some linkage to grass growing being involved is a little vague, but all deleted stairs I found so far have some kind of grass in it's place.

So if you have ramps or stairs underwater don't get too attached to them.
« Last Edit: March 24, 2011, 11:13:54 am by Greiger »
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ahonek

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Re: Dwarf Fortress 0.31.22 Released
« Reply #38 on: March 24, 2011, 11:32:06 am »

My dug staircases are vanishing some time after I dig them (seasons at least). I don't know if that's a bug or what, but it doesn't seem to be happening to constructed staircases.

Let me know if any of you guys have this issue as well.
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Footkerchief

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Re: Dwarf Fortress 0.31.22 Released
« Reply #39 on: March 24, 2011, 11:34:25 am »

Let me know if any of you guys have this issue as well.

Greiger posted about this right above you.  The bug tracker report is here.
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ahonek

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Re: Dwarf Fortress 0.31.22 Released
« Reply #40 on: March 24, 2011, 11:41:56 am »

Oh, heh. I saw "water" and immediately dismissed the post as not related to my issue. Now that I think about it I encountered this when punching through an aquifer, so there you go.
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Greiger

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Re: Dwarf Fortress 0.31.22 Released
« Reply #41 on: March 24, 2011, 11:43:27 am »

So yer having it happen on spots that don't have water?  ...hmm, maybe I should edit the report... 

So maybe the act of grass dying turns the tile into flat ground?  I noticed it with water probably because grass growing in deep water seems to almost instantly die.  But if it's happening on the ground too in what I assume are heavily trafficked zones maybe it's grass dying that causes it...
« Last Edit: March 24, 2011, 11:51:40 am by Greiger »
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Darthania

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Re: Dwarf Fortress 0.31.22 Released
« Reply #42 on: March 24, 2011, 11:45:06 am »

Thanks Toady  :D
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Alastar

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Re: Dwarf Fortress 0.31.22 Released
« Reply #43 on: March 24, 2011, 11:49:17 am »

Aww, I will miss the "dwarf cancels clean self: area inaccessible" messages... that could have been justified as a feature. And a great way to tell us something about our subjects.
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Kogut

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Re: Dwarf Fortress 0.31.22 Released
« Reply #44 on: March 24, 2011, 11:50:03 am »

Thanks! Thanks!
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