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nielsm posted:Bhodi posted:So is this a relatively stable version with no game-breaking issues, or do we still have problems like 'don't equip your guards because there is a bug that will make them hoard swords' or 'these guys only wear mittens and capes' or 'don't bring cats because they breed forever and slow your machine to a crawl'? I wouldn't mind trying to replay this game. Has a year's worth of dev effort paid off yet? We have no idea what's broken in 34.1, but let me list some of the more visible malfunctions in the previous version (31.25): - Dwarves don't use clothes. They come wearing them, but they won't equip anything new once the old ones give out. They stay and litter your fortress, hurting your framerate with constant wear calculations and blocking construction. A popular workaround is to mod your dwarves to wear generic clothes/jumpsuits that are classified as armor, not subject to wear. - Large pots (stone/clay barrels) don't obey some barrel management rules in stockpiles. Wood and metal barrels have no such problems. - Beekeepers sometimes get stuck when splitting nests, caused by faulty task assignment logic. Canceling tasks/resetting labors breaks the loop. - Some of the largest grazing animals require more food than they can possibly eat, causing them to starve in mid-feeding. Removing [GRAZER] tags lets your tame elephants live. All in all .25 was the most stable version in a looong time.
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| # ¿ Feb 14, 2012 17:00 |
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| # ¿ May 23, 2013 13:09 |
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I start up adventurer mode every six months or so, whip up a legendary wrestler and just run around suplexing peasants for a while.
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| # ¿ Feb 14, 2012 17:31 |
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Internet Kraken posted:Please report any mutations tia
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| # ¿ Feb 14, 2012 17:37 |
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giant parrots stop stealing all my poo poo goddamn
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| # ¿ Feb 14, 2012 17:53 |
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Kenlon posted:Has anyone figured out the memory locations for Dwarf Therapist yet? There was one guy in the Bay12 thread, but he gave up after hitting too much inconsistency. e: from the thread DwarfEngineer (OP) posted:I'll be working on DT for 2012 as soon as I get a chance. It's highly likely that a number of the structures and offsets have changed, so I'm not optimistic that this will go quickly. Add on the fact that today is Valentine's day, and we're looking at end of the weekend as the earliest I'll have something.
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| # ¿ Feb 14, 2012 18:23 |
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Just cut down on the history. 250 years is plenty of detail to kick around with.
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| # ¿ Feb 14, 2012 21:18 |
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riznar posted:Can anyone else cut stone at the jewelers? I didn't see that on the new features list but I just cut some round cobaltite cabochons. Yeah, the gemology update was mentioned in the release notes. I like how you can decorate stuff with pretty polished pebbles now, it makes the randomly generated trade goods seem much less like a game of material mad-libs.
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| # ¿ Feb 14, 2012 22:05 |
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King Doom posted:Still generating the same world as earlier, notable events up to the year 278? over four and a half million of them. How many notable events were generated in previous versions? anyone have any idea? I'm generating a large world with maxed standard options on 31.25 right now. It's year 150 and the event counter just broke 126 thousand.
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| # ¿ Feb 14, 2012 22:22 |
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HOW TO WORK THIS THING IN 34.01 (WINDOWS ONLY) 1.) Get a DT. The one packed in the last LNP should work, but grab it here if it doesn't. 2.) Enter DwarfTherapist\etc\memory_layouts\windows. Create a new file named v0.34.01_graphics.ini and paste in this litany. Save and exit. 3.) Start dwarfing and marvel at the convenience! The poster went to work on what he called "squad vectors" next, so military skill tracking might be wonky I suppose?? Viewing and switching civilian labors works at least. e: doesn't work on mac :c scamtank fucked around with this message at Feb 15, 2012 around 22:02 |
| # ¿ Feb 15, 2012 20:46 |
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Ham Pants posted:After this happened, the boss came at me, so I had to divert my attention. This Lasher didn't croak until about 4 turns after I'd polished off the boss! Please tell me he died from his head wound. I'd so like it if Toady suddenly made internal bleeding a thing. Bad Munki posted:Sadface: that ini doesn't work with the mac version of therapist. Ah well, it's getting there. Did you try taking "_graphics" out of the filename? scamtank fucked around with this message at Feb 15, 2012 around 21:29 |
| # ¿ Feb 15, 2012 21:27 |
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e: f;b, angry diplomat put it best
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| # ¿ Feb 15, 2012 21:40 |
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Bad Munki posted:Yeah, I just named it like the v0.31.25.ini (i.e. v0.34.01.ini) that was present in the therapist package. Although I suppose I didn't actually edit that string in the guts of the file, attempting now...nope, still crashes. I suspect there's some other stuff that'll have to get adjusted around beyond just that. I can't seem to find a windows .ini that specifically mentions 31.25, which is the only mac .ini file I have, but assuming the game hadn't changed since then enough to warrant a new .ini, I can compare the most recent (pre v34) versions of the file for each platform and they're pretty hugely different. Aw, boo. Worth a shot. If it's any consolation, at least Ghalidrim is on the ball too.
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| # ¿ Feb 15, 2012 21:55 |
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Wolfechu posted:Tried the exact steps here, and DT is just hanging when it gets to 'loading squads'. Could this be remotely anything to do with me using the Phoebus tileset package right now? It's the only thing I can think of that deviates even slightly from running a standard vanilla package. I'm sorry, I honestly have no idea. I'm pretty sure that the tileset has little to do with how dwarf labors and skills get tracked, but hell, I'd try plugging it into a completely fresh package. e: The thread mentions that the sporadic crashes and freezes could be fixed by restarting DF, maybe that'd do something?? scamtank fucked around with this message at Feb 15, 2012 around 22:24 |
| # ¿ Feb 15, 2012 22:19 |
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Wolfechu posted:The migration waves look all kinds of fucky (it's separating 19 dwarves into 12 waves, the latest one being the original seven settlers), but at this point I'll take whatever's working. Yeah, the wave sorting is completely rear end-backwards with me too. One guy has his surname completely wrong too, but as long as I've got my clicky skill squares, I'm content. Color Printer posted:Only problem is I have no idea what to do next Appoint a bookkeeper ([n]obles screen), manufacture a chair, build the chair, make the chair his office and have him do medium precision accounting so you know exactly when you're starting to run out of poo poo. Then dig downwards and marvel at all the exciting sorts of rocks you can run into. scamtank fucked around with this message at Feb 15, 2012 around 22:41 |
| # ¿ Feb 15, 2012 22:38 |
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Did you embark on an aquifer? If can't remember , you might want to keep the exploration shaft separate from your fort.
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| # ¿ Feb 15, 2012 22:46 |
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Cave Spider Silk Cloth Giant Cave Spider Silk Cloth Giant Brown Recluse Spider Silk Cloth
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| # ¿ Feb 15, 2012 23:14 |
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TheNakedFantastic posted:Since this version seems pretty stable in dwarf mode is anyone planning a LP of it soon? Weepangels is still going. Once the dust from that has had the chance to settle and the more synergetic goons have a proper grip on the new possibilities, that long-planned Trapfort Olympics-style adventurer LP is probably next.
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| # ¿ Feb 16, 2012 02:05 |
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not a dinosaur posted:Is anyone able to get markdorfs to train on archery targets in this version? I've tried reembarking and just about everything I can think of with no luck. Did they have a proper training barracks besides the archery targets?
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| # ¿ Feb 16, 2012 10:11 |
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not a dinosaur posted:Yeah, it really seems to be bugged in the latest version. I uploaded a save here that includes a couple of archery targets, seven quivers, seven crossbows and plenty of copper and wooden bolts. All that is left is setting up the military. Let me take a crack at it. Teim posted:Oh hey, while I'm messing about in the raws, what were those tags that gives everyone awful names again? Here's some default values for dwarves in entity_default: code:
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| # ¿ Feb 16, 2012 12:31 |
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There really is something fishy about archer training. I couldn't get Not-dino's dwarves do much other than dabble in dodging practice, so I put together my own testing fort. Two three-man squads, both with a Competent Organizer squad leader. Hypothesis 1: incompetent drill organization makes exercises last for ages and never really finish, as recruits had to interrupt the drills and start over whenever they got really hungry, thirsty or tired. This makes the training loop endlessly in the bullshitting stage. It failed. The ineffective dodging drills were just a lot shorter. Hypothesis 2: Archers have some arcane, bugged compulsion to be good at dodging before they're allowed on the range. This causes the strange "Soldier: activity cancelled" idle periods between individual practice and combat demonstrations where the range sessions would normally be. Adequate Organizers/Dodgers and two Novice Dodgers each. Failed again. The archers just got really good at dodging, jumping from Novice and Adequate to Adequate and Competent before summer. Hypothesis 3: I'm out of ideas. I'll just take the crossbows out of everybody's hands and see what happens. Both squads immediately jump to sparring and start a three-way fistfight each, making a few of them Novice Fighters around midsummer. I give up. Not-Dino, I suggest you put your future archers on hunting duty and let them level up that way. scamtank fucked around with this message at Feb 16, 2012 around 14:14 |
| # ¿ Feb 16, 2012 14:11 |
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Ravendas posted:Don't they pick ripe vegetables in the farms? Back when I last played (like 2 years ago) they did. They'd get skill in it too. I'd just have maybe 2 farmers, and a ton of children harvesting. When they came of age, they were pretty good at it. That's because of the default option in the [o]rders menu. I usually restrict it to my farmers. Reduces the skill display clutter.
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| # ¿ Feb 16, 2012 15:52 |
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Danger Mahoney posted:Before I get back into the DF madness spiral, could someone point me toward the mod that removes the goofy clothing system from the game? If you want your dwarves to never know the pleasure of clothes, just remove or comment out the lines for the non-armor garments from the first page of entity_default.txt (stuff like [ARMOR:ITEM_ARMOR_SHIRT:COMMON]). Having your dwarves arrive naked, but able to manufacture and make uniforms out of stuff is a little more complicated. Modify item_armor/helm/pants/gloves/shoes.txt and make sure every garment has at least [ARMORLEVEL:1]. This classifies it as light armor and takes it off the list of default dwarven belongings.
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| # ¿ Feb 16, 2012 18:48 |
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super fart shooter posted:Does this remove default clothes from every creature in the game? I think I'd just like to get rid of clothes entirely, so that the map doesn't get cluttered up with troll fur socks every time I kill a drat goblin. No, the stuff under [ENTITY:MOUNTAIN] only affects dwarves. The settings for goblins are further down entity_default, under [ENTITY:EVIL]. The rest of the civilized races have their own variables in the same way. I suppose you could just eliminate the entries for clothes themselves from item_(clothing type).txt, but I don't know if all those entries pointing to nothing in entity_default would cause problems.
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| # ¿ Feb 16, 2012 20:26 |
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Internet Kraken posted:Also did Toady make dwarves train better or something? It hasn't even been a year and one of my soldiers is already a legendary fighter. All he's been doing is sparring with the commander. It really does look like Toady bumped up the priority for sparring sessions. Even newbies are really eager to take part now, something I always had trouble with. Makes it a double shame that the archery targets aren't working as they should. ![]() quote:What? That sounds foreboding. That's an old bug. Sorry, no [MELTS_AT_WILL] vampires trying to smuggle themselves inside your walls this time. scamtank fucked around with this message at Feb 16, 2012 around 23:24 |
| # ¿ Feb 16, 2012 23:21 |
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Nettle Soup posted:I think it's to do with threads, each cloth is made of threads, and there's a certain amount that go into a ball of thread. Each time you suture somebody you use a few threads of that, but basically he needs a bigger bit of cloth or a full ball of wool. Correct. The 10000 there is exactly the same as 1.0000. It's just a single spool of the stuff. The gradual use of cloth and thread was introduced with the healthcare system and the crazy specific tracking of amounts accidentally got into clothier job cancellation reports. At least he fixed that bug. In fact, the devlog says he squished it today. Funny timing.
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| # ¿ Feb 17, 2012 15:28 |
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el_brio posted:Quick question.... does Dwarf The Rapist work in real time with DF or do you need to close your game, run therapist, export the changes to your save game and then restart the game? You first click a button in DT to read the current labor values. You click around to make your desired changes, then click another button to immediately overwrite the memory. It doesn't do real-time tracking, but it's pretty close.
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| # ¿ Feb 17, 2012 16:45 |
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President Ark posted:I don't suppose Lazy Newb Pack has been updated yet, or someone has a DF install with the Phoebus tileset already installed? quote:It "works!" But no, LNP itself hasn't been updated yet. It probably won't until the full DFHack suite catches up. scamtank fucked around with this message at Feb 17, 2012 around 18:23 |
| # ¿ Feb 17, 2012 18:21 |
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apseudonym posted:Has anyone else had trouble getting marksdwarfs to train? I've given them a barracks and they are set to train but all they do is sit in the barracks and never use the archery targets I've designated. I made sure the archery targets are in big enough rooms and the squad is set to train on them... Yeah, it seems something broke the targets for this version. Train your archers via hunting in the meantime.
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| # ¿ Feb 17, 2012 18:42 |
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Color Printer posted:So is there any way to actually go into Legends while I have a Fortress game going? Sorry, none. Just duplicate the save.
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| # ¿ Feb 17, 2012 23:08 |
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Agh, the sloped riverbanks make dwarves try their luck fording them, swimming skills be damned. If you have a waterfall on your map, carelessness causes casualties now. Bridge those streams, folks!
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| # ¿ Feb 18, 2012 11:53 |
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Drone_Fragger posted:Okay so I need to start a new fort with the new version or my old fort will just break randomly at some point, sigh. How do I install mikes mayday tileset by hand since I don't have a clue how to do it and the wiki is unreliable as hell now because of the load and suchlike? Anatomy of a graphics update: - new ASCII character set as a .png tilesheet in \data\art - distinct tiles as .png tilesheets for all the redone creatures and dwarf professions in \raw\graphics, along with a .txt translation key - updated creature raws pointing out what tile they should be display instead of the default ASCII squigglies, in \raw\objects - correct settings pointing out what ASCII set and resolution is used and whether the \graphics overrides are used at all, in \data\init\init.txt Since Toady didn't exactly add things in v34.02, copying over the above folders from Mike's v34.01 package should work in theory, but I can't promise anything. If Toady updated the default creature raws between .01 and .02, you'll overwrite any fixes he made.
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| # ¿ Feb 18, 2012 17:43 |
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Agh, what more do I need to do to get some display cases up ins? I've put everything in building_custom.txt, what am I missing here?
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| # ¿ Feb 18, 2012 20:30 |
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LtSmash posted:Did you put the allowed building line in entities and I did now. Bloody easily missed BUILDING_PERMITTED things. Thanks.
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| # ¿ Feb 18, 2012 20:38 |
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StrangeAeon posted:Does anyone know for sure what labor triggers the Dump Item response? It falls under refuse hauling, conventionally enough. ThePriceIsRight posted:Is there an easier way to update dwarf fortress without having to download the whole tileset again and move your saves over. You shouldn't copy your saves over this time. Those are ticking timebombs for corruption and crashes. Also no. Hop to it, brudda.
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| # ¿ Feb 18, 2012 23:14 |
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GenericOverusedName posted:It is a completely useless shiny expensive thing. Sometimes dwarves make super fancy weapons, armor, or furniture. Those are great, because you can use them or put them in a noble's room to make them happy at having super awesome shiny poo poo. These artifact baubles are the one reason I modded in those display cases. Having named jewels the size of basketballs just roll around on the jewelry shop floor is such a waste.
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| # ¿ Feb 19, 2012 15:23 |
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LtSmash posted:Go to a stockpile and change the number of reserved barrels to something like 10-20. Its a global setting that means dwarves will make sure there are 20 unused barrels before putting them in a stockpile. Make sure you have room in a furniture stockpile for the empty barrels or they will clutter up the place. This is good, but in the meantime you may clear some containers by decommissioning the food stockpile and putting down another one which allows no barrels. Set it up, select it with [q] and push / a few times.
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| # ¿ Feb 19, 2012 18:38 |
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Jamsque posted:Anyone have any hints on emptying particularly troublesome buckets? I foolishly made an outdoor ashery in my freezing biome fort and it produced several loads of frozen lye which are now stuck in the buckets. I demolished the workshop and designated the buckets for dumping but my dwarves won't touch them. I've definitely got a working dump zone and I checked my settings for out-door refuse. I tried moving all my buckets to the trade depot but the ones full of frozen lye were ignored. Have you tried making a small no-barrel food stockpile that only accepts lye? You might be able to salvage the stuff.
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| # ¿ Feb 20, 2012 11:25 |
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Fetlock19 posted:I was just wondering, if in an Look in \init\announcements.txt. [DIG_CANCEL_WARM:A_D:D_D:P:R] [DIG_CANCEL_DAMP:A_D:D_D:P:R] Find these lines and remove the ":P:R". It should stop the pause-recenter mambo. scamtank fucked around with this message at Feb 20, 2012 around 11:34 |
| # ¿ Feb 20, 2012 11:32 |
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Liath Macha posted:I'm having an issue in the latest version, with my adventurer. Try Capslock.
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| # ¿ Feb 20, 2012 11:52 |
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| # ¿ May 23, 2013 13:09 |
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NiknudStunod posted:can I use pots or jugs to store food and alcohol? Large pots are stone/clay barrels. They store drinks and food, but clay pots must be glazed before they can store booze. You use jugs to collect and store the liquid produce from screw pressed rock nuts or honeycombs. Nut oil is the only way to make soap without animal fat, but honey is more of a curiosity.
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| # ¿ Feb 20, 2012 14:19 |







, you might want to keep the exploration shaft separate from your fort.
