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Author Topic: Dwarf Fortress 0.40.06 Released  (Read 43056 times)

Boltgun

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Re: Dwarf Fortress 0.40.06 Released
« Reply #45 on: August 06, 2014, 03:49:37 am »

The basic principle is to make a creature with two castes, a common 'child' caste and an 'adult' caste
You can even make coral-like organisms with a mobile juvenile stage and an immobile adult stage, if they mate while they are still mobile they can give birth even as immobile adults (but only once - it would be nice if immobile creatures could breed normally, but they can't).

Can creatures mate before they reach adult stage? Huh.

Now yes, because the 'child' caste is not actually a child, it's an adult nickamed 'child'.
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Meph

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Re: Dwarf Fortress 0.40.06 Released
« Reply #46 on: August 06, 2014, 06:08:36 am »

Quote
(*) Stopped reactions from consuming way too many raw materials from stacks (ag), though reactions that use very small amounts still use at least 1 item from a stack
Does this affect custom reactions?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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YAHG

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Re: Dwarf Fortress 0.40.06 Released
« Reply #47 on: August 06, 2014, 08:06:23 am »

Quote
(*) Stopped reactions from consuming way too many raw materials from stacks (ag), though reactions that use very small amounts still use at least 1 item from a stack
Does this affect custom reactions?

This affected the adventurermode "wanderer" mod, a bone stack of X makes X*base product unless given a limiting reagent (I used rocks and set them to preserve reagent).

I also found that setting the input requirements to Y bones also makes it take Y stacks of bones (I didn't test it but I assume it will still take one from each stack).

TomiTapio

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Re: Dwarf Fortress 0.40.06 Released
« Reply #48 on: August 07, 2014, 12:41:56 pm »

Is it a known issue that dorf parent cancel a job, seeking infant, when the infant is a GHOST?

ps. zero burrows in this case.
pps. Submitted report: http://www.bay12games.com/dwarves/mantisbt/view.php?id=7894
« Last Edit: August 07, 2014, 02:14:33 pm by TomiTapio »
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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

Footkerchief

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Re: Dwarf Fortress 0.40.06 Released
« Reply #49 on: August 07, 2014, 01:17:39 pm »

Is it a known issue that dorf parent cancel a job, seeking infant, when the infant is a GHOST?

Not that I could find, but there's a related problem with non-ghostly babies when the parent is confined to a burrow.
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Dark_T_Zeratul

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Re: Dwarf Fortress 0.40.06 Released
« Reply #50 on: August 08, 2014, 11:58:14 am »

Quote
Stopped paralyzed injured dwarves from spamming rest cancellation messages
THANK YOU!
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The miasma caused Sethrist to go miserable and throw a tantrum. During the tantrum he mauled a dog to near-death and that caused his mood to go all the way up to content. Apparently, beating the crap out of dogs is the best way to achieve happiness.

DonPerotti

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Re: Dwarf Fortress 0.40.06 Released
« Reply #51 on: August 08, 2014, 04:59:03 pm »

Am i the only one who has experienced dramatical frame rate drop? like i use to start with 300 fps with temperature and weather disabled in a 6x4 embark in a heavely forested area, wich decayed slowly to 100 fps with a 3 years fortress full of items and with now with same settings smaller embark size (4x4 or even 3x3) in a heavely forested area i start with 300 fps with decay to 100 after first migrant wave, is this caused by new trees? also, and only if it affects in any way i use to have df hack installed but it hasent been updated yet.
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This is a C++ program, all craftsmanship is of the shoddiest quality, it menaces with poor code and lack of documentation: Dwarf Fortress Heightmap Translator: https://github.com/CrainFartor/Dwarf-Fortress-Heightmap-Translator

(it takes a .bmp and outputs a .txt with a preset for one of the values of world gen)

thvaz

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Re: Dwarf Fortress 0.40.06 Released
« Reply #52 on: August 08, 2014, 05:26:29 pm »

There is no dramatical frame rate drop, the performance is improving since 0.40.01 but it is still slower than 0.34.11. If you experience a sudden drop in frame rates it is probably a bug.

Enjoy all the new features and ignore the frame rate if it is not a bug. Some people seems to enjoy more to watch the fps counter than to play the game.
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DonPerotti

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Re: Dwarf Fortress 0.40.06 Released
« Reply #53 on: August 08, 2014, 06:02:25 pm »

its not becuse i dont like to play de game if i dont have a lot of frame rate, but if it has alredy lowered to 125 FPS and i only have 27 dwarfs i dont wanna imagine how will it be when i have 200
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This is a C++ program, all craftsmanship is of the shoddiest quality, it menaces with poor code and lack of documentation: Dwarf Fortress Heightmap Translator: https://github.com/CrainFartor/Dwarf-Fortress-Heightmap-Translator

(it takes a .bmp and outputs a .txt with a preset for one of the values of world gen)

TomiTapio

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Re: Dwarf Fortress 0.40.06 Released
« Reply #54 on: August 08, 2014, 07:00:23 pm »

its not becuse i dont like to play de game if i dont have a lot of frame rate, but if it has alredy lowered to 125 FPS and i only have 27 dwarfs i dont wanna imagine how will it be when i have 200
Try having a world with only 35 years of history, and way less population in the civilizations. Also try to mind your item count (refuse, furniture, stones etc.)
Or maybe you'll have to stick to 3x3 and 3x2 and 2x2 embarks with only one cavern layer.

( One fort season (100800 ticks) is: 67 minutes at 25 fps, 34 minutes at 50 fps, 17 minutes at 100 fps. )
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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

DonPerotti

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Re: Dwarf Fortress 0.40.06 Released
« Reply #55 on: August 08, 2014, 11:47:05 pm »

its not becuse i dont like to play de game if i dont have a lot of frame rate, but if it has alredy lowered to 125 FPS and i only have 27 dwarfs i dont wanna imagine how will it be when i have 200
Try having a world with only 35 years of history, and way less population in the civilizations. Also try to mind your item count (refuse, furniture, stones etc.)
Or maybe you'll have to stick to 3x3 and 3x2 and 2x2 embarks with only one cavern layer.

( One fort season (100800 ticks) is: 67 minutes at 25 fps, 34 minutes at 50 fps, 17 minutes at 100 fps. )

That could make it but the problem is that i tend to overindustrialize my fortress so i have like 2000 logs stockpiled lots LOTS of coke (since i added a new tipe of coal) a hell of stone, and i dont even want to start with the livestock. but i will try smaller embarks, anyway will be posible for toady to improve the game performance in future versions? i really liked my giant fortresses with a lot a lot of items :D
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This is a C++ program, all craftsmanship is of the shoddiest quality, it menaces with poor code and lack of documentation: Dwarf Fortress Heightmap Translator: https://github.com/CrainFartor/Dwarf-Fortress-Heightmap-Translator

(it takes a .bmp and outputs a .txt with a preset for one of the values of world gen)
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