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Author Topic: Dwarf Fortress 0.40.19 Released  (Read 38730 times)

Leatra

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Re: Dwarf Fortress 0.40.19 Released
« Reply #30 on: November 28, 2014, 11:54:13 am »

Ho about we call the gelder a vet and he can also help with animal pregnancies if the future parents are "not feeling the need"?  ;)
Yeah, "gelder" as a profession sounds kinda... miscellaneous. I'm not exactly going to be delighted when I get a legendary gelder. I'm more likely to think about what that dwarf must have gone through.

I think it should be incorporated with the "Animal caretaker" skill. I think that skill isn't doing anything at the moment, right? It could also work with other healthcare skills as a synergy when animal healthcare gets implemented.
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smjjames

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Re: Dwarf Fortress 0.40.19 Released
« Reply #31 on: November 28, 2014, 11:59:24 am »

Yeah it actually would make more sense to be in the animal caretaker skill.
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Metalax

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Re: Dwarf Fortress 0.40.19 Released
« Reply #32 on: November 28, 2014, 12:12:42 pm »

Do you think perhaps with the many dozens of seed types we might need to revisit the seed cap in d_init.txt?

[SPECIFIC_SEED_CAP:200]
[FORTRESS_SEED_CAP:3000]

So we get the original underground and above ground seeds with this cap, well now you may get your 200 sand pear seeds, apricot seeds and carrot seeds and so forth crowding out your plump helmet, and pig tails.

I put my [FORTRESS_SEED_CAP:30000] so I can support 150 different plant types.
Yes. There are currently 155 seed types in the base game since the addition of the tree and vegetable seeds. Even with trade partners with access to a wide variety of biomes, you are likely to see under 100 of those, implying a required fortress cap of 20k. That could likely be reduced by efficient disposal of useless uncookable tree seeds, but I'd still suggest 10,000 as a bare minimum for the fortress cap to avoid regularly loosing usable seeds.
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BigD145

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Re: Dwarf Fortress 0.40.19 Released
« Reply #33 on: November 28, 2014, 09:24:29 pm »

I support our new casual kissing pregnancy overlords.
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taptap

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Re: Dwarf Fortress 0.40.19 Released
« Reply #34 on: November 29, 2014, 01:40:34 pm »

Yeah it actually would make more sense to be in the animal caretaker skill.

Especially when animal caretaker does about nothing at the moment.

Badger Storm

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Re: Dwarf Fortress 0.40.19 Released
« Reply #35 on: December 01, 2014, 04:05:03 pm »

This is the first time I'm moving saves to a version where the raws are changed.  Is there anything special I need to do to make sure they're updated?
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BigD145

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Re: Dwarf Fortress 0.40.19 Released
« Reply #36 on: December 02, 2014, 11:30:54 pm »

This is the first time I'm moving saves to a version where the raws are changed.  Is there anything special I need to do to make sure they're updated?

Last I checked that will not end well. Changed raws require a world reroll. There's some exceptions, but I don't remember what they are. Best and safest to start a new game.
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Putnam

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Re: Dwarf Fortress 0.40.19 Released
« Reply #37 on: December 02, 2014, 11:44:57 pm »

It won't cause too big problems. Changed raws do not require a world reroll except entity raws. Creature raws should be fine.

Sheo

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Re: Dwarf Fortress 0.40.19 Released
« Reply #38 on: December 03, 2014, 09:53:15 am »

It won't cause too big problems. Changed raws do not require a world reroll except entity raws. Creature raws should be fine.
This.

The raw changes will just take effect onto the creatures themselves; they will not affect the world or require a new one.
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Dwarfy

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Re: Dwarf Fortress 0.40.19 Released
« Reply #39 on: December 05, 2014, 05:00:32 pm »


>Open raws

>Examine animals for new Geldable tag

>Copy

>Open file for dwarves

>Paste

>NO. MORE. BABIES.

>Going all peoples republic up in here
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Putnam

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Re: Dwarf Fortress 0.40.19 Released
« Reply #40 on: December 05, 2014, 05:15:31 pm »

you can't geld dwarves even if they have the tag

Dwarfy

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Re: Dwarf Fortress 0.40.19 Released
« Reply #41 on: December 05, 2014, 07:12:09 pm »

Hm. Foiled again. Maybe similar to the pet code, doesnt work on sentients? I feel like there must be a way around iy, somewhere in the code...
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Putnam

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Re: Dwarf Fortress 0.40.19 Released
« Reply #42 on: December 05, 2014, 07:13:33 pm »

The method is identical to slaughtering, except you press "x" instead of "b".

ChairmanPoo

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Re: Dwarf Fortress 0.40.19 Released
« Reply #43 on: December 05, 2014, 07:32:21 pm »

and... can you geld dwarves?
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Putnam

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Re: Dwarf Fortress 0.40.19 Released
« Reply #44 on: December 05, 2014, 08:13:33 pm »

The answer is the same as the answer to "can you slaughter dwarves".

Slaughtering is not the same as butchering, mind.
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