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Author Topic: Dwarf Fortress 0.40.20 Released  (Read 51361 times)

Avanak

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Re: Dwarf Fortress 0.40.20 Released
« Reply #45 on: December 19, 2014, 06:14:46 am »

So this means no more: Dwarf Mc Farmer cancels plant plump helmets, no seeds?
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Dumbestdorf

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Re: Dwarf Fortress 0.40.20 Released
« Reply #46 on: December 19, 2014, 06:19:28 am »

So this means no more: Dwarf Mc Farmer cancels plant plump helmets, no seeds?

Toady said it should.
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therahedwig

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Re: Dwarf Fortress 0.40.20 Released
« Reply #47 on: December 19, 2014, 10:27:53 am »

Hmz... Having remove ramps at priority 1 is difficult for dwarves. They start ignoring the mining jobs and not do remove ramps either...

I do like the priorities though, you can basically work out your whole fort, and they'll keep mining away sensibly. Similarly, I can finally set my whole fort to smoothing priority 7 and not be in trouble :)
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palu

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Re: Dwarf Fortress 0.40.20 Released
« Reply #48 on: December 19, 2014, 10:42:07 am »

Is there a way to adjust priority besides "do it now" on non-designation jobs?
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Hielkeoh

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Re: Dwarf Fortress 0.40.20 Released
« Reply #49 on: December 19, 2014, 11:00:11 am »

I found that when you set a mining des. to 7 it doesn't get done at all.
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therahedwig

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Re: Dwarf Fortress 0.40.20 Released
« Reply #50 on: December 19, 2014, 11:22:16 am »

I found that when you set a mining des. to 7 it doesn't get done at all.

It did for me. The thing is though, basically everything else has higher priorities than seven. Also, make sure you don't have carve-out-ramps or something active, because that blocks mining designations in my experience.
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smjjames

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Re: Dwarf Fortress 0.40.20 Released
« Reply #51 on: December 19, 2014, 11:25:33 am »

Sounds like theres some pretty nasty bugs with 40.20 currently, so maybe I'll hold off on it. Unless it's not too bad and Toady One did say that he would get to work on it, so there could be an update in the next couple days.
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Putnam

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Re: Dwarf Fortress 0.40.20 Released
« Reply #52 on: December 19, 2014, 01:56:20 pm »

Hmz... Having remove ramps at priority 1 is difficult for dwarves. They start ignoring the mining jobs and not do remove ramps either...

Apparently, that designation is just broken completely right now.

Badger Storm

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Re: Dwarf Fortress 0.40.20 Released
« Reply #53 on: December 19, 2014, 02:44:18 pm »

Is this going to change the raws? 
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Putnam

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Re: Dwarf Fortress 0.40.20 Released
« Reply #54 on: December 19, 2014, 02:52:11 pm »

Is this going to change the raws?

What's "this"?

TD1

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Re: Dwarf Fortress 0.40.20 Released
« Reply #55 on: December 19, 2014, 03:09:57 pm »

The update in general, I would assume.
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Knight Otu

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Re: Dwarf Fortress 0.40.20 Released
« Reply #56 on: December 19, 2014, 03:13:04 pm »

There are no raw changes in this version, just a few init changes.
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Putnam

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Re: Dwarf Fortress 0.40.20 Released
« Reply #57 on: December 19, 2014, 04:13:35 pm »

The update in general, I would assume.

Ah, I was confused by the future tense being used there.

No, no raw changes. I'm just going to copy the file changes that comes with every release.

Auxiliary file changes for 0.40.20:

   new keys
      DESIGNATE_STANDARD_MARKER:m
      DESIGNATE_MINE_MODE:a
      DESIGNATE_TOGGLE_MARKER:M
      BUILDJOB_NOW:n

   changed key
      DESIGNATE_FORTIFY a -> F

Loyal

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Re: Dwarf Fortress 0.40.20 Released
« Reply #58 on: December 19, 2014, 04:16:39 pm »

It seems dwarves have trouble acting on mining designations at all if there are any other designations of a higher priority, regardless of whether or not the higher-priority tiles can in fact be reached. I was trying to dig out space for a pump stack to the magma sea, but my miners were digging the tiles in an odd order. So, I reassigned the priorities midway through, giving the stairs priority '2' instead of priority '4' like the others. One of the miners, who was "stuck" in the pump stack area but had a priority '4' access tunnel designated nearby, sat with his hands in his pockets until I changed that tile to priority '2'.

I wasn't able to get a save of this behavior, unfortunately, due to another bug. Not long after the above, I noticed two dwarves stuck in a single tile together with a collection of rough gems (3-5 each) in each of their inventories. They had access to the rest of the fort, but were just standing there... apparently for quite awhile judging by how hungry/thirsty they both were. I'm not 100% sure what was happening but I think they might've been "stealing" gems from each others' inventories in a futile, endless loop. After I forbade the gems they were hauling, they moved on to find other jobs. They settled on finding more gems to put in bins, and before long got stuck in a single tile again. Then the game crashed suddenly while I was trying to {f} the gems again.

I also had a Stonecrafter get Possessed, claim a craftsdwarf shop, claim a single Limestone boulder, and then just sit there. The workshop didn't indicate that he wanted anything but boulders, of which there were about 40 in a stockpile within spitting distance of him.

I should note that this was on a save imported from 0.40.19. I'm not sure if this makes any difference. I'll try genning a new world in 0.40.20 and see if the behavior repeats itself.
« Last Edit: December 19, 2014, 04:19:19 pm by Loyal »
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laularukyrumo

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Re: Dwarf Fortress 0.40.20 Released
« Reply #59 on: December 19, 2014, 05:31:07 pm »

this release

holy shit this release!

Sadly I probably won't be upgrading for quite some time... It's not the crashes, but the invaders. I don't know for sure but I'm pretty sure invader pathfinding is still borked and you're unlikely to ever see a siege. Which is muchos disappointing, especially when combined with the new-ish bug of militia dwarves standing around in front of a GCS instead of stabbing it. If I can't paint the fort walls in blood, there's no Fun!
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