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Author Topic: Dwarf Fortress 0.34.08 Released  (Read 68199 times)

Chaoseed

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Re: Dwarf Fortress 0.34.08 Released
« Reply #60 on: May 14, 2012, 01:53:05 pm »

   (*) Puzzleboxes/drum makeable

"This is a gold puzzlebox. It menaces with spikes of obsidian."

Legolas McTrader: "We're back from the trading mission! For some reason the dwarves gave us 50 gold puzzleboxes."
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Surprisepalace! Overseers wanted!
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.

Tharwen

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Re: Dwarf Fortress 0.34.08 Released
« Reply #61 on: May 14, 2012, 02:10:06 pm »

Yay! Time to re-customise the raws and settings again! Grrr...

But really, hurrah for minecarts!
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Loud Whispers

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Re: Dwarf Fortress 0.34.08 Released
« Reply #62 on: May 14, 2012, 02:15:09 pm »

old saves load up fine

meep

Falling objects can collide with critters
Camera can be attached to unit or item, can be linked to hotkeys from the unit/item screens

MEEP

-uber list of barely contained and quasi-lethal brilliance-

YOLO

TomiTapio

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Re: Dwarf Fortress 0.34.08 Released
« Reply #63 on: May 14, 2012, 02:15:18 pm »

Yay! Time to re-customise the raws and settings again! Grrr...
Use WinMerge to speed up code (or raws) comparing and merging. http://winmerge.org/about/screenshots/

And check out the today-updated Genesis mod unofficial release by me, as seen in my sig.
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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

rtg593

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Re: Dwarf Fortress 0.34.08 Released
« Reply #64 on: May 14, 2012, 02:27:22 pm »

-uber list of barely contained and quasi-lethal brilliance-


Lol, I'm tired. Sitting here thinking, wait, I didn't see Toady say that anywhere... :p

Love/hate you Toady, first you make a major release on valentines day, now this on the day I'm supposed to clean up the house for my wife's return home!

Sigh... Guess I'll have to enjoy this tonight :p
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Is it because light travels faster than sound,
that people appear bright until you hear them speak?

Komra

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Re: Dwarf Fortress 0.34.08 Released
« Reply #65 on: May 14, 2012, 02:47:12 pm »

new release?

 :D HUZZAH! :D
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Martin

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Re: Dwarf Fortress 0.34.08 Released
« Reply #66 on: May 14, 2012, 02:52:40 pm »

Sounds like the mine cart system has a learning curve approaching the squad/patrol system. Maybe I'll start up a fortress with a wiki tutorial in mind.

LoSboccacc

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Re: Dwarf Fortress 0.34.08 Released
« Reply #67 on: May 14, 2012, 03:33:52 pm »

uhm. I've a pile with a wheelbarrow assigned, so only one dwarf at time collects item. idlers, even if they're idle, don't help in item collection

if you put wheelbarrow at 3, at most three dwarf will do picking.

keep that in mind, because for efficiency you'll need smaller, dedicated piles instead of large ones
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greenskye

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Re: Dwarf Fortress 0.34.08 Released
« Reply #68 on: May 14, 2012, 03:36:45 pm »

Haven't got a chance to play around with it, but just based off others experiences, I'm hoping the 3 wheelbarrow limit will be lifted. If I have a 1:1 wheelbarrow/dwarf ratio I want to use them!
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SmileyMan

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Re: Dwarf Fortress 0.34.08 Released
« Reply #69 on: May 14, 2012, 03:45:30 pm »

has anyone managed to construct a ramped track? you can't construct a ramp on a track or vice versa......

EDIT: D'oh - there's a second page of track contstructions!
« Last Edit: May 14, 2012, 03:48:08 pm by SmileyMan »
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

Vherid

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Re: Dwarf Fortress 0.34.08 Released
« Reply #70 on: May 14, 2012, 03:46:06 pm »

Oh man what a way to celebrate the end of school for this semester.

Uristocrat

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Re: Dwarf Fortress 0.34.08 Released
« Reply #71 on: May 14, 2012, 03:57:14 pm »

In Japan, there's actually a law against releasing popular games during the workweek.  They make them delay releases until the weekend.

Oh well, I wasn't planning to be very productive this week anyhow :)
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You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

Tierre

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Re: Dwarf Fortress 0.34.08 Released
« Reply #72 on: May 14, 2012, 04:02:22 pm »

Toady - you got a typo in a inorganic_soil file -


[INORGANIC:SAND_WHITE]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:white sand][DISPLAY_COLOR:7:6:1][TILE:178]
[SOIL][AQUIFER][SOIL_SAND]
[SOLID_DENSITY:1710] SCS = 90/5/5[SOLID_DENSITY:1600]

Last part is obviously left from last release and all other sands don't have them. And from Uristocrat's thread it shouldn't be in this sand.
Hope that helps:)
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Uristocrat

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Re: Dwarf Fortress 0.34.08 Released
« Reply #73 on: May 14, 2012, 04:12:55 pm »

Toady - you got a typo in a inorganic_soil file -


[INORGANIC:SAND_WHITE]
[USE_MATERIAL_TEMPLATE:SOIL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:white sand][DISPLAY_COLOR:7:6:1][TILE:178]
[SOIL][AQUIFER][SOIL_SAND]
[SOLID_DENSITY:1710] SCS = 90/5/5[SOLID_DENSITY:1600]

Last part is obviously left from last release and all other sands don't have them. And from Uristocrat's thread it shouldn't be in this sand.
Hope that helps:)

Yeah, it's not in mine.  I think that typo will be harmless, though it might give the sand the wrong density (err, insofar as these can have "wrong" densities... especially when sand is just something we tried to research sensible averages for).  You should be able to change "[SOLID_DENSITY:1710] SCS = 90/5/5[SOLID_DENSITY:1600]" to "[SOLID_DENSITY:1710] SCS = 90/5/5" with no ill effects.

And someone was talking to me about assigning different mineral compositions to the different colors of sand.  That would be cool if I could get proper averages, though with soil, density only changes the mining speed by a little bit, so it's not a huge change anyhow.
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You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

Psieye

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Re: Dwarf Fortress 0.34.08 Released
« Reply #74 on: May 14, 2012, 04:17:58 pm »

Falling units also count as 'falling objects' when calculating 'drop damage' now. I was in the arena, dropping elephants on same-team test subjects. Sure enough the victims take 3 "<body part> takes the full force of the impact" rolls, the same as the elephants dropping on them. This was with a 3-ish z-level drop.

Dodge-me traps would thus gain one additional source of damage: earlier suckers getting crushed by later suckers.
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Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.
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