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Author Topic: Dwarf Fortress 0.31.22 Released  (Read 44800 times)

Chaoseed

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Re: Dwarf Fortress 0.31.22 Released
« Reply #60 on: March 24, 2011, 02:42:06 pm »

Awesome! This made my day!

Am I the only one who's excited that giraffe eggs are fixed now?

HELL YEAH!.........:o
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But they never would have given up either. And compared to sitting around in this prison for the rest of my life? Losing is fun.

Greiger

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Re: Dwarf Fortress 0.31.22 Released
« Reply #61 on: March 24, 2011, 02:42:38 pm »

Ha!  I hope he fills the pit with water in one trip.  :)

Heh I was hoping that too.  Sadly it still only produces 1/7 water at the destination.
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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Lav

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Re: Dwarf Fortress 0.31.22 Released
« Reply #62 on: March 24, 2011, 02:54:45 pm »

I wonder whether the dwarves will carry similarly absurd amounts of water to wounded.

If the problem is the same there, then... well, it just means that having a well inside your hospital becomes even more important.
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Seems to be the way with things on this forum; if an invention doesn't involve death by magma then you know someone's going to go out of their way to make sure it does involve death by magma... then it gets acknowledged as being a great invention.

SpiralDimentia

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Re: Dwarf Fortress 0.31.22 Released
« Reply #63 on: March 24, 2011, 02:55:51 pm »

Giraffe eggs?
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Legacy of Insightshields
Many more made tales in this hall,
before the stronghold found it's fall.
An enemy none could stop or yield,
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TomiTapio

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Re: Dwarf Fortress 0.31.22 Released
« Reply #64 on: March 24, 2011, 03:11:41 pm »

I am merging .22's changes into Genesis as Deon is busy with studies. Using WinMerge code comparison tool.
Found that vanilla bumblebee lacks [PETVALUE:1] [PETVALUE_DIVISOR:1000].
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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

veok

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Re: Dwarf Fortress 0.31.22 Released
« Reply #65 on: March 24, 2011, 03:27:30 pm »

Giraffe eggs?

Eggs with 5x value! On par with Elephants and Rhinos
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Greiger

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Re: Dwarf Fortress 0.31.22 Released
« Reply #66 on: March 24, 2011, 03:45:12 pm »

I wonder whether the dwarves will carry similarly absurd amounts of water to wounded.

If the problem is the same there, then... well, it just means that having a well inside your hospital becomes even more important.

I didn't notice any particular slowness from my healthcare department last siege, but I didn't really have much in the way of wounded and was too distracted to keep a close eye on the goings on of the healthcare, so while I don't think it happens with doctors, I can't be sure enough to rule it out.
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Jiri Petru

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Re: Dwarf Fortress 0.31.22 Released
« Reply #67 on: March 24, 2011, 04:18:29 pm »

I'm joining the ranks of people who read "giraffe eggs".
Thanks for the release, anyway!  ;)
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veok

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Re: Dwarf Fortress 0.31.22 Released
« Reply #68 on: March 24, 2011, 04:29:24 pm »

I'm joining the ranks of people who read "giraffe eggs".
Thanks for the release, anyway!  ;)

See what happens with a single character missing?

Shame on  you 'S', you should be ashamed!
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Buttery_Mess

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Re: Dwarf Fortress 0.31.22 Released
« Reply #69 on: March 24, 2011, 04:34:17 pm »

I simply have one thing to say.

Squee!
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FearfulJesuit

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Re: Dwarf Fortress 0.31.22 Released
« Reply #70 on: March 24, 2011, 04:45:45 pm »

Armok bless you. I'mma go off and sacrifice a kitten in your honor.

The Stray Kitten (tame) has been sacrificed.
« Last Edit: March 24, 2011, 04:47:39 pm by dhokarena56 »
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

Dante

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Re: Dwarf Fortress 0.31.22 Released
« Reply #71 on: March 24, 2011, 05:05:48 pm »

Giant penguins AND bugfixes? Cheers, Toady!

TomiTapio

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Re: Dwarf Fortress 0.31.22 Released
« Reply #72 on: March 24, 2011, 05:28:00 pm »

Note to all modders:
The new creature Honeybadger has [PRONE_TO_RAGE:10]. So it is rather unfriendly. Badger has 1.
We modders should give the PRONE_TO_RAGE to ogres, trolls, dark gnomes, wild bulls, hippos, giant felines, tigermen, cave crawlers, green devourers, rutherers, maneras etc.
Thanks Toady for another creature tuning parameter!
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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

Kearn

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Re: Dwarf Fortress 0.31.22 Released
« Reply #73 on: March 24, 2011, 05:28:37 pm »

HOSPITALS WORK I AM NOW PLEASED
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i like goats

Siquo

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Re: Dwarf Fortress 0.31.22 Released
« Reply #74 on: March 24, 2011, 05:42:04 pm »

Hmmm. Loving the hospital finally working, but now I get random cave-ins in my cistern (two so far, and there was no mining anywhere near it). Might have something to do with the ramps and grasses mentioned earlier.
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This one thread is mine. MIIIIINE!!! And it will remain a happy, friendly, encouraging place, whether you lot like it or not. 
will rena,eme sique to sique sxds-- siquo if sucessufil
(cant spel siqou a. every speling looks wroing (hate this))
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