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Author Topic: Dwarf Fortress 0.40.11 Released  (Read 32472 times)

Spectre Incarnate

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Re: Dwarf Fortress 0.40.11 Released
« Reply #15 on: September 04, 2014, 05:42:19 pm »

   (*) Made dwarf children not seek their mothers when idle, especially in violation of area restrictions

This is funny, cause area restrictions never stopped me as a toddler. Always slipped out of nursery areas and wandered off cause it was way more interesting to see what adults were doing. Parents eventually realized it was much easier to let me sit with them wherever they were with a small pad of paper, pretending to take notes.  8)

   (*) Made dwarves prefer claimable rooms to dormitory master beds
   (*) Stopped uninjured dwarves from sleeping in beds in active hospital zones

This is great! Hopefully they'll sleep in their own bedrooms now and not default to the closest unoccupied bed. Can have the hospital on a higher level than the bedrooms with easier access to well water and nurses. Thank you so much!

Mister Adams,
How many licks does it take to get to the Adamantine center of a Dwarf Fortress?

I am so sigging this. Though, may I change adamantine to our general spoiler word [candy]?

« Last Edit: September 04, 2014, 05:48:20 pm by Spectre Incarnate »
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The in-game text has punctuation!  Who knew?
Mister Adams,
How many licks does it take to get to the [candy] center of a Dwarf Fortress?

IronTomato

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Re: Dwarf Fortress 0.40.11 Released
« Reply #16 on: September 04, 2014, 08:31:58 pm »

Sure, do whatever you want. I actually think it sounds better that way.

"Candy center" :P
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TomiTapio

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Re: Dwarf Fortress 0.40.11 Released
« Reply #17 on: September 04, 2014, 08:38:46 pm »

Good stuff oh Great One!

Hmm, something fishy in Forest Retreats...  is a 61-person village allowed to have a buttload of NON-GRAZING animals?
This is in the OldGenesis mod but I'm sure the same thing occurs in vanilla DF with wolves and dogs.
Code: [Select]
40: Lilalefari, "Newviper", forest retreat
Owner: The Veneration of Selling, sylvan elves
Parent Civ: The Sweetness of Defense, sylvan elves
lady: Alisa Wingtree, sylvan elf
1 dunedweller
60 sylvan elves
2 buffalos
250 grizzly bears
250 wolves
250 white tigers
Other predator-capped-to-100 oddity place:
Spoiler (click to show/hide)
Shitty-shitty Sylvan Elves at it again:
Spoiler (click to show/hide)

ps. in vanilla DF, strawberries grow in deserts because of [DRY][BIOME:NOT_FREEZING]. I know that strawberries grow in temperate places like Finland.
« Last Edit: September 04, 2014, 08:44:17 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

Dunmeris

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Re: Dwarf Fortress 0.40.11 Released
« Reply #18 on: September 06, 2014, 08:26:45 pm »

Are the 40.11 raws themselves much different? Because my 40.10 raws are fairly modded, and I want to know if I can transfer my 40.10 raws (or at least most of them) to 40.11.
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LeoCean

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Re: Dwarf Fortress 0.40.11 Released
« Reply #19 on: September 06, 2014, 09:20:37 pm »

Are the 40.11 raws themselves much different? Because my 40.10 raws are fairly modded, and I want to know if I can transfer my 40.10 raws (or at least most of them) to 40.11.

The changelog pretty obviously states what files more or less were changed. And the changelog + the actual differences between 40.10 and 40.11 only has to do with the plant_x.txts.  And an August-September change in the init.txt. + the material_template_default file which which added in the new templates for the plant materials.
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TomiTapio

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Re: Dwarf Fortress 0.40.11 Released
« Reply #20 on: September 07, 2014, 12:26:27 am »

Are the 40.11 raws themselves much different? Because my 40.10 raws are fairly modded, and I want to know if I can transfer my 40.10 raws (or at least most of them) to 40.11.
The plants got new materials, leaf_template, flower_template, bud_template, fruit_template, and now can have [USE_MATERIAL_TEMPLATE:STRUCTURAL:MUSHROOM_TEMPLATE] on the modded mushroom-plants.

Use a "source code comparison tool" like WinMerge to quickly compare and merge from new vanilla to your 40.10 customized. It compares one whole folder tree (in this case, 'raw')
http://sourceforge.net/projects/winmerge/
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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

Ultimuh

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Re: Dwarf Fortress 0.40.11 Released
« Reply #21 on: September 08, 2014, 02:31:57 am »

Sure, do whatever you want. I actually think it sounds better that way.

"Candy center" :P

You know, we might need dentist dwarves now.
Or alt least denture skills for medical dorfs.
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Spectre Incarnate

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Re: Dwarf Fortress 0.40.11 Released
« Reply #22 on: September 08, 2014, 05:13:09 am »

Sure, do whatever you want. I actually think it sounds better that way.

"Candy center" :P
You know, we might need dentist dwarves now.
Or alt least denture skills for medical dorfs.

Medieval dentistry... yeah, I could see that. Instead of little white teeth symbols flying in all directions during battle, little white teeth symbols flying in all directions during a checkup. lol

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The in-game text has punctuation!  Who knew?
Mister Adams,
How many licks does it take to get to the [candy] center of a Dwarf Fortress?

Ultimuh

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Re: Dwarf Fortress 0.40.11 Released
« Reply #23 on: September 08, 2014, 06:10:55 am »

Sure, do whatever you want. I actually think it sounds better that way.

"Candy center" :P
You know, we might need dentist dwarves now.
Or alt least denture skills for medical dorfs.

Medieval dentistry... yeah, I could see that. Instead of little white teeth symbols flying in all directions during battle, little white teeth symbols flying in all directions during a checkup. lol

Would be interesting to see a dorf having lost teeth replaced.
(Wooden, clay or even metal teeth. Even stone or bone replacements.).
Or maybe undergo a root canal treatment. :p
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Kingbodz

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Re: Dwarf Fortress 0.40.11 Released
« Reply #24 on: September 08, 2014, 02:03:22 pm »

Sure, do whatever you want. I actually think it sounds better that way.

"Candy center" :P
You know, we might need dentist dwarves now.
Or alt least denture skills for medical dorfs.

Medieval dentistry... yeah, I could see that. Instead of little white teeth symbols flying in all directions during battle, little white teeth symbols flying in all directions during a checkup. lol

Would be interesting to see a dorf having lost teeth replaced.
(Wooden, clay or even metal teeth. Even stone or bone replacements.).
Or maybe undergo a root canal treatment. :p
With metal teeth we could have a jaws dorf.
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EinsteinSatDown

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Re: Dwarf Fortress 0.40.11 Released
« Reply #25 on: September 08, 2014, 02:36:06 pm »

Metal ?
Metal is used to adorn the mouths of frail old humans.

I give thee "Twinebit":
This item is a set of candy dentures .
All the craftdwarfship is of the highest quality.
It menaces with spikes of candy.
On the item is an image of "Twinebit", a set of candy dentures.

I shall craft this for my dwarven king.
Will need to loosen all his teeth in the arena first, though.
« Last Edit: September 08, 2014, 02:40:53 pm by EinsteinSatDown »
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