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Author Topic: Dwarf Fortress 0.34.10 Released  (Read 56112 times)

Thief^

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Re: Dwarf Fortress 0.34.10 Released
« Reply #15 on: May 21, 2012, 10:23:53 am »

You forgot to actually ask a question.

If your question was "can I use my 0.34.09 world in 0.34.10" the answer is yes.
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Dwarven blood types are not A, B, AB, O but Ale, Wine, Beer, Rum, Whisky and so forth.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

nprsem

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Re: Dwarf Fortress 0.34.10 Released
« Reply #16 on: May 21, 2012, 10:25:45 am »

   (*) updated some screens for higher dimensions (if you enlarge in windowed mode for instance)

Yay! 100 times.
You save my eyes.
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LordBaal

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Re: Dwarf Fortress 0.34.10 Released
« Reply #17 on: May 21, 2012, 10:34:23 am »

Oh! that's true! Thanks a lot!
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TerryDactyl

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Re: Dwarf Fortress 0.34.10 Released
« Reply #18 on: May 21, 2012, 11:11:13 am »

Toady, you're on fire!

Loud Whispers

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Re: Dwarf Fortress 0.34.10 Released
« Reply #19 on: May 21, 2012, 12:16:37 pm »

Toady, you're on fire!
I'd hope not :d

Jeoshua

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Re: Dwarf Fortress 0.34.10 Released
« Reply #20 on: May 21, 2012, 12:52:58 pm »

(*) updated some screens for higher dimensions (if you enlarge in windowed mode for instance)

I have been wanting this, for worldgen and maps, since day 1 of playing the game.

Thank you, Toady.
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I like fortresses because they are still underground.

Psychobones

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Re: Dwarf Fortress 0.34.10 Released
« Reply #21 on: May 21, 2012, 01:18:26 pm »

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Rumrusher

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Re: Dwarf Fortress 0.34.10 Released
« Reply #22 on: May 21, 2012, 01:23:35 pm »

So toady I wonder if you could get the cart while rode on be also apart of the adventure's inventory so that when the player reloads the game it won't forget he/she was riding on it and leave the player in a ride state? because the issue was the rider id(the cart) for the adventurer is missing when you fast travel. So maybe make the cart if while riding become a companion of sorts like a horse?
« Last Edit: May 21, 2012, 01:27:07 pm by Rumrusher »
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Brass Crab

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Re: Dwarf Fortress 0.34.10 Released
« Reply #23 on: May 21, 2012, 01:30:47 pm »

Thanks once again Toady! Time to gen up a new world, since I wasn't too attached to the previous fort...
Hey, isnt that what dwarf fortress is all about?  ;)
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loose nut

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Re: Dwarf Fortress 0.34.10 Released
« Reply #24 on: May 21, 2012, 01:39:12 pm »

   (*) updated some screens for higher dimensions (if you enlarge in windowed mode for instance)

Oh wow, all my dwarves in one big long list on one screen! (for the moment, it's still a village)
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Mixolyde

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Re: Dwarf Fortress 0.34.10 Released
« Reply #25 on: May 21, 2012, 03:26:59 pm »

   (*) updated some screens for higher dimensions (if you enlarge in windowed mode for instance)

Yay! 100 times.
You save my eyes.

I just started playing the game about 5 days ago and this really bugged me. Thank you very, very much! Definitely will save my eyes and fingers.
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OzoneGrif

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Re: Dwarf Fortress 0.34.10 Released
« Reply #26 on: May 21, 2012, 04:31:46 pm »

Yep, very nice updates !

Sadly, DF crashed on me and I lost hours of unsaved work :(
It was right after assigning four minecarts to various tracks. Two minecarts were installed, then both dwarves rolled them to the right position.. and two seconds after they're done, *crash*.
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maluraq

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Re: Dwarf Fortress 0.34.10 Released
« Reply #27 on: May 21, 2012, 04:46:55 pm »

Have you worked out a terminal velocity for mine carts?  I have been testing downhill ramps for delivering stone to masonry shops and despite three track stops in a row the cart keeps right on going after just eight Z levels.

Excuse the ascii art but:

[start] > > > > > > > > [ high ] [ high ] [ highest ] == cart.

There should be some maximum speed for mine carts, given friction, etc. and two high friction stops in a row before a highest shouldn't let a cart go by ever, IMHO.

That said, Siggun my master stonecrafter did have some *fun* riding the cart down (and into the wall across from the stop).
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Rumrusher

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Re: Dwarf Fortress 0.34.10 Released
« Reply #28 on: May 21, 2012, 06:05:53 pm »

Have you worked out a terminal velocity for mine carts?  I have been testing downhill ramps for delivering stone to masonry shops and despite three track stops in a row the cart keeps right on going after just eight Z levels.

Excuse the ascii art but:

[start] > > > > > > > > [ high ] [ high ] [ highest ] == cart.

There should be some maximum speed for mine carts, given friction, etc. and two high friction stops in a row before a highest shouldn't let a cart go by ever, IMHO.


That said, Siggun my master stonecrafter did have some *fun* riding the cart down (and into the wall across from the stop).
you might need to add a =| track to stop the cart from rolling off into a wall.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

maluraq

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Re: Dwarf Fortress 0.34.10 Released
« Reply #29 on: May 21, 2012, 06:15:34 pm »

Have you worked out a terminal velocity for mine carts?  I have been testing downhill ramps for delivering stone to masonry shops and despite three track stops in a row the cart keeps right on going after just eight Z levels.

Excuse the ascii art but:

[start] > > > > > > > > [ high ] [ high ] [ highest ] == cart.

There should be some maximum speed for mine carts, given friction, etc. and two high friction stops in a row before a highest shouldn't let a cart go by ever, IMHO.


That said, Siggun my master stonecrafter did have some *fun* riding the cart down (and into the wall across from the stop).
you might need to add a =| track to stop the cart from rolling off into a wall.

[ high ] and [ highest ] are track stops constructed with those strengths specified at the end of the track.  That's precisely why I think there's a momentum problem (and/or a resistance problem with constructed track stops).
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