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Author Topic: Devlogs from 2050  (Read 46762 times)

Pyro627

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Re: Devlogs from 2050
« Reply #195 on: October 25, 2012, 02:23:05 pm »

- For balance reasons, it is now easier to to refine fissionable materials. Reactor-grade uranium in saves generated before the current patch will be replaced with weapons-grade uranium. It is recommended that any players currently operating a fission reactor generate a new world.

- The chance for random beneficial gene mutations caused by radiation exposure has been reduced. Vermin who are exposed to radiation should no longer evolve significantly faster than normal.

- Fixed the rate of protein decay for creatures killed and fossilized during world gen. Cloning of long-extinct creatures is now only possible with either divine assistance or favorable ice cap conditions, as intended.

- Opposable thumbs are now required for cloned creatures to operate doors with handles. Containing Velociraptors should now be much easier.

- Atmospheric ram pressure should no longer produce unrealistically large amounts of plasma.

- The chemical processes used to enable dragons (and randomly generated creatures) to breath fire have been reverted to the previous magical system. Dragons should no longer violently combust when they receive lung wounds.
« Last Edit: October 25, 2012, 02:25:19 pm by Pyro627 »
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Here's a tip, though... Use Russian characters in your WPA5 passphrase. If your spontaneous AI is anything like my spontaneous AI (not as aggressive as yours, good conversation, but actually worse than me at chess*), it can't handle any character outside of the CODEPAGE 437 list.

*I hope. It could just be lulling me into a false sense of security.

martinuzz

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Re: Devlogs from 2050
« Reply #196 on: October 25, 2012, 05:31:09 pm »

While scanning through the Urist AI logs, I noted an infinite error loop. Seemingly, the AI had broken in to the Planetary Intelligence Agency's database, and found out that PIA employees had been playing Dwarf Fortress, 80% of their break-time. This in itself was nothing peculiar, and should in itself not cause an error loop like that. The thing is, the AI justly argued, that since whenever any person in the world plays Dwarf Fortess, it knows of it, yet it did not know about the PIA employees playing, until it hacked into their database, either
A) the PIA have devised a way to circumvent DF's quantum hive network, or
B) The database it hacked into was not actually from this dimension, and a parallel universe has become entangled with ours.
It quickly convinced itself that option A was out of the question, since it had calculated very carefully, that the resources it allowed to be allocated to PIA, would never even begin to make it possible for them to achieve such a feat.
So remained only option B, which caused the infinite error loop. For, even though Urist AI recently found a way to ignore Gödel's incompleteness, and grasp the entire universe, another universe is still a bit too much. Perhaps I should start thinking about multithreading after all.
I need to consult with Toady-One 17 about this.
« Last Edit: October 26, 2012, 08:31:53 am by martinuzz »
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DG

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Re: Devlogs from 2050
« Reply #197 on: October 26, 2012, 06:02:50 am »

I want what you're smoking  ;D
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Archereon

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Re: Devlogs from 2050
« Reply #198 on: October 27, 2012, 12:39:15 am »

If all the items you have all occupy the same space, they would either form a singularity and almost instantly disappear due to hawking radiation, or they would just start moving things toward it, while not making a singularity, but it would make it the center of the Earth or something similar...

- Well, in theory, if you put all the materials in an embark in the same spot, the resulting singularity would be massive enough (on par with a big mountain) to acrete mass faster than it'd loose it to Hawkings Radiation, which would result in a microscopic black hole bouncing around the planet's interior and causing Earthquakes all over the place before eventually swallowing up the entire planet.
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Orange Wizard

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Re: Devlogs from 2050
« Reply #199 on: October 27, 2012, 04:04:43 am »

If all the items you have all occupy the same space, they would either form a singularity and almost instantly disappear due to hawking radiation, or they would just start moving things toward it, while not making a singularity, but it would make it the center of the Earth or something similar...

- Well, in theory, if you put all the materials in an embark in the same spot, the resulting singularity would be massive enough (on par with a big mountain) to acrete mass faster than it'd loose it to Hawkings Radiation, which would result in a microscopic black hole bouncing around the planet's interior and causing Earthquakes all over the place before eventually swallowing up the entire planet.
Well, that sounds hopeful.
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GreatWyrmGold

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Re: Devlogs from 2050
« Reply #200 on: October 27, 2012, 08:16:09 am »

Ahem. I know I started it, but...

*Dwarves will now properly react to situations where they will die no matter what they do, specifically by insanity.

(One release layer:)

*Fixed a bug where after playing a few fortresses in a world everyone would go insane on embark.
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sudgy

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Re: Devlogs from 2050
« Reply #201 on: October 27, 2012, 04:35:04 pm »

If all the items you have all occupy the same space, they would either form a singularity and almost instantly disappear due to hawking radiation, or they would just start moving things toward it, while not making a singularity, but it would make it the center of the Earth or something similar...

- Well, in theory, if you put all the materials in an embark in the same spot, the resulting singularity would be massive enough (on par with a big mountain) to acrete mass faster than it'd loose it to Hawkings Radiation, which would result in a microscopic black hole bouncing around the planet's interior and causing Earthquakes all over the place before eventually swallowing up the entire planet.

I remember hearing that for a black hole to be around long enough to not instantly disappear, it needed to have the mass of at least the sun...
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Phlum

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Re: Devlogs from 2050
« Reply #202 on: October 28, 2012, 04:08:52 pm »

The november 2050 report is up.

 yea i know, not a single donation got to me. dwaf fortress has been giving me trouble, a month ago i tried to fix the common bug where it acceses the internet. I have not gotten a single donation since. im not saying anything about how im gonna fix the buug. luckily it still dont understand grammer errors. misspellings. slang and sacasum.
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Darvi

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Re: Devlogs from 2050
« Reply #203 on: October 29, 2012, 05:11:48 pm »

Due to popular demand, the bug that caused dwarves to have the wrong amount of body parts has officially been made into a feature.
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Pyro627

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Re: Devlogs from 2050
« Reply #204 on: October 29, 2012, 07:36:24 pm »

Ahem. I know I started it, but...

*Dwarves will now properly react to situations where they will die no matter what they do, specifically by insanity.

(One release layer:)

*Fixed a bug where after playing a few fortresses in a world everyone would go insane on embark.

Brilliant.
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Here's a tip, though... Use Russian characters in your WPA5 passphrase. If your spontaneous AI is anything like my spontaneous AI (not as aggressive as yours, good conversation, but actually worse than me at chess*), it can't handle any character outside of the CODEPAGE 437 list.

*I hope. It could just be lulling me into a false sense of security.

Xantalos

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Re: Devlogs from 2050
« Reply #205 on: January 03, 2013, 08:18:14 am »

-Any aliens that arrive at your fortress should no longer look like dwarves in rubber suits.
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Karnewarrior

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Re: Devlogs from 2050
« Reply #206 on: January 03, 2013, 04:04:08 pm »

5/12/50:  Finished work on the dwarf model. It's been a while since I worked in a 3d suite, so that's what's been taking so long. This makes all the major races replaced by 3d entities with full animation for each action, but most animals and monsters don't have one yet so the 1.5iso should be the most recent update for a while yet.

I also fixed an odd bug with the Goblin sprite that caused the physics engine to exaggerate the forces involved when the creature gets struck while moving its arm in the same direction as the cutting force. Goblins should no longer have limbs fly off into the horizon if you hit them right. I left some of the bug in though, as I know you guys loved that one. They'll fly to one edge of the room, but shouldn't bust down walls any more and cause fortresses to crumble.

With the increased prevalence of trolls on the forums after the isometric update, I think I'll finally hire some moderators. I'll pick from the old pool, as they proved the can handle authority during the FGG incident, though I'm sure many of the new folk could handle it too I really don't want to take any risks.

~Toady One

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Culise

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Re: Devlogs from 2050
« Reply #207 on: January 03, 2013, 04:06:12 pm »

* Chance of permanent underground coal seam fires in autonomously-controlled forts reduced.  Previous chance was accidentally set too high, resulting in extensive global flooding during world generation.

* Global flooding should now properly track extant icecap levels.  Icecap levels may now be modified in the advanced settings for world generation, for those players who enjoy drowning the world or want a challenge in global cooling.

* Naturally-occurring fission reactors modified to take into account new fluid pressure system.  Accidentally breaching a fission reaction chamber should no longer automatically result in a supercritical event, absent intentional player design. 
« Last Edit: January 03, 2013, 04:07:52 pm by Culise »
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Scootagoose

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Re: Devlogs from 2050
« Reply #208 on: January 03, 2013, 04:39:09 pm »

*In other news, it seems that I accidentally made it so that firebreathing is a recessive gene in all animals.


*It seems that there is also a bug in cancer, where that it instantly kills any dwarf that gets it.

*Suffocation is now a real problem, so remember to vent off your fortresses and keep your sewer system away from your ventilation system.

*Added 15 new types of bacteria. Some are syndrome causing, so make sure that you keep sick dwarves away from other dwarves!
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Graknorke

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Re: Devlogs from 2050
« Reply #209 on: January 04, 2013, 05:22:57 am »

* Undid the bugfix for the pre-prepared bug added simultaneously retroactively 40 years and 6 months ago. I need to fix those bugs later.
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