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Author Topic: Dwarf Fortress 0.22.110.22e Released  (Read 12087 times)

Toady One

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Dwarf Fortress 0.22.110.22e Released
« on: October 29, 2006, 07:36:00 pm »

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Changes

Aside from fixing some crash bugs, the main change this time is the addition of specific pile types.  You can access these from [q] on existing piles or you can set them when you are placing piles by selecting "custom settings".  Piles now make claims on bins and barrels.  This is displayed as "Cedar Bin <12>".  You can use the [q] view for a pile to set the maximum number of bins and barrels it uses.  For now, a pile will only take one extra empty bin/barrel until something is placed inside, then it will take another until it gets up to the maximum.  We'll add some other options later.  In the [p]ile menu, you can also designate a number of reserved bins and barrels that will be used by jobs such as distillation before any stockpile gets to claim them.

[ October 29, 2006: Message edited by: Toady One ]

[ October 30, 2006: Message edited by: Toady One ]

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w

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #1 on: October 29, 2006, 08:09:00 pm »

Mmmmmm... specific stockpiles....

Well, so much for sleep!

Thanks!

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Zurai

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #2 on: October 29, 2006, 08:15:00 pm »

You just made my day with the reserved barrel change. That means I can slaughter my horses and maintain a booze supply at the same time!

Thanks Toady.

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Toady One

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #3 on: October 29, 2006, 08:21:00 pm »

Make sure you back up your saves though.  We had some kind of non-reproducible crash on IRC just now (in the stockpile settings screen)...  but it's not coming back.  There could be some kind of lurking menace though.  Any reproducible ways to make things blow up are appreciated.

[ October 29, 2006: Message edited by: Toady One ]

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Nakar

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #4 on: October 29, 2006, 08:22:00 pm »

Best update ever.
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Mechanoid

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #5 on: October 29, 2006, 08:23:00 pm »

Fap?
FAP FAP FAP!
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Toady One

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #6 on: October 29, 2006, 08:30:00 pm »

Shouldn't it at least be more metallic?  Like a hi-hat maybe.
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Abyssal Squid

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #7 on: October 29, 2006, 09:25:00 pm »

Is it intentional that you can't start out with plump helmets, plump helmet spawn, or dwarven wine?

[ October 29, 2006: Message edited by: Abyssal Squid ]

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axus

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #8 on: October 29, 2006, 09:32:00 pm »

I just started a new game, and was able to select those items you mentioned.

I found a weird behaviour, I made a food pile, then a second one and changed settings on the second one to forbid everything, then just permit fish.  My initial alchohol barrels are still being loaded onto the fish stockpile though.  I don't think they were already tasked for that pile since they had the other one, but who knows

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Toady One

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #9 on: October 29, 2006, 10:08:00 pm »

Was it an old world where the items weren't selectable?  I think some of the old worlds force the "local plants" condition a bit to harshly, and you can't bring plump helmet products because they can't be found around your home civ.  The newest world generation should correct this.

I'll check the pile distinction.  If the game had any chance to put them in the pile before the drink became forbidden the haul jobs would stay, but I think there's an issue with barrels in some places.  For instance, an empty barrel will probably always be brought to a furniture pile even if you turn off everything...  at least if you turn it off in a certain way.  I'm working on these.

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Pacho

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #10 on: October 29, 2006, 10:10:00 pm »

quote:
Originally posted by Mechanoid:
<STRONG>Fap?
FAP FAP FAP!</STRONG>
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DDouble

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #11 on: October 29, 2006, 10:15:00 pm »

I get the option to bring "Nothing" and "Nothing Child" in the animals list at start. Also, there is "Nothing Meat" in the meats list (which I noticed was cut down quite a bit, not very many meats left).
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Abyssal Squid

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #12 on: October 29, 2006, 10:19:00 pm »

quote:
Originally posted by Toady One:
<STRONG>Was it an old world where the items weren't selectable?  I think some of the old worlds force the "local plants" condition a bit to harshly, and you can't bring plump helmet products because they can't be found around your home civ.  The newest world generation should correct this.</STRONG>

Yeah, I wanted to rush to check out the new stockpile menu and just copied an old save.  Should make for an interesting challenge for a bit, at least.

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Aquillion

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #13 on: October 29, 2006, 10:22:00 pm »

Mmm, nothing meat.  There's good eating on one of those nothings.  Observe the picture below:

As you can see from the labels, the rump usually has the best meat, but on a young, tender nothing child the thighs are tasty, too.

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w

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Re: Dwarf Fortress 0.22.110.22e Released
« Reply #14 on: October 29, 2006, 10:26:00 pm »

quote:
Originally posted by Abyssal Squid:
<STRONG>Is it intentional that you can't start out with plump helmets, plump helmet spawn, or dwarven wine?

[ October 29, 2006: Message edited by: Abyssal Squid ]</STRONG>


I noticed sometime last week that the availability and (I think) price of starting items now varies.

I think that it didn't vary before that, but all I know for sure is that it now does.

[ October 29, 2006: Message edited by: w ]

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