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Author Topic: Dwarf Fortress 0.42.01 Released  (Read 61885 times)

Bumber

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Re: Dwarf Fortress 0.42.01 Released
« Reply #75 on: December 01, 2015, 11:29:17 pm »

Too busy with homework this week to play any DF, but:

Since there's a wave cap for invaders, is there also a wave cap for migrants?

Oh dear... I'm either going to need to keep the elves out of the library, or keep the butcher out of the library.  I don't want the military complaining about where the mystery meat comes from...
They don't need to know.

Soldier 1: Hey, Urist, where do you suppose Soylent Goblin comes from?
Soldier 2: I don't know, but it tastes terrible, so it must be good for you.
« Last Edit: December 01, 2015, 11:39:35 pm by Bumber »
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THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Name Lips

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Re: Dwarf Fortress 0.42.01 Released
« Reply #76 on: December 02, 2015, 12:03:38 am »

:(
Spoiler (click to show/hide)
Hard to say what might have happened to cause it to crash. The fort was in full swing. I had a tavern up and attracting visitors, and was getting all my workshops set up in their own districts.

edit: crap, my game wasn't saved.

Oh well, start again...
« Last Edit: December 02, 2015, 12:12:09 am by Name Lips »
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FearfulJesuit

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Re: Dwarf Fortress 0.42.01 Released
« Reply #77 on: December 02, 2015, 12:11:59 am »

All hail the Toad! Booting up now. Hopefully will have a bug report or two to contribute.
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

Max™

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Re: Dwarf Fortress 0.42.01 Released
« Reply #78 on: December 02, 2015, 01:28:39 am »

Incidentally, I wound up getting suggested vim, which worked fine where vi didn't.

Most mods should port over pretty easily, just make sure you change the instrument generation/library/tavern names/book/paper making, and add the [STRANGE_MOODS] tag to dorfs along with the alchohol syndrome diffusion.

A couple of the song descriptions tend to come out as "this part is always always played with...", and there was a missing l or r in one of the adventurer personality sliders which are so nerdy and wonderful.

More to the point, YOU CAN EAT UNTIL YOU BARF!

<3 u Toady
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Adragis

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Re: Dwarf Fortress 0.42.01 Released
« Reply #79 on: December 02, 2015, 01:37:48 am »

YES
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thincake

Yoink

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Re: Dwarf Fortress 0.42.01 Released
« Reply #80 on: December 02, 2015, 03:19:21 am »

Crud, I set the worldgen history to "long" to see how long a history I could get whilst I went and did some other stuff.
Now it's at year 304 and I am unable to pause/stop it, since it keeps going unresponsive. Hmmm. ...How many years does a long worldgen actually go for, again?

Regardless, I am incredibly excited! Thank you, Toady!
Quote
(*) Human civilizations now have randomized values
That's one change I didn't even realise was coming, but I am incredibly excited for it. Just imagine the possibilities... oh my.
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

jaccarmac

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Re: Dwarf Fortress 0.42.01 Released
« Reply #81 on: December 02, 2015, 03:28:47 am »

550 years. Good luck and Godspeed.
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Yoink

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Re: Dwarf Fortress 0.42.01 Released
« Reply #82 on: December 02, 2015, 03:32:57 am »

550 years. Good luck and Godspeed.
May Armok have mercy on my soul CPU. o_o7
« Last Edit: December 02, 2015, 03:34:31 am by Yoink »
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Booze is Life for Yoink

To deprive him of Drink is to steal divinity from God.
you need to reconsider your life
If there's any cause worth dying for, it's memes.

Johuotar

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Re: Dwarf Fortress 0.42.01 Released
« Reply #83 on: December 02, 2015, 03:43:32 am »

Sounds neat, downloading now. :)
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TD1

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Re: Dwarf Fortress 0.42.01 Released
« Reply #84 on: December 02, 2015, 04:03:32 am »

Thanks Toady! A merry Christmas to you too :P
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Kruniac

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Re: Dwarf Fortress 0.42.01 Released
« Reply #85 on: December 02, 2015, 06:07:25 am »

Extremely excited for this release. Thanks, Toady! You made a poor scientist have a good Christmas. :P

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mispy

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Re: Dwarf Fortress 0.42.01 Released
« Reply #86 on: December 02, 2015, 07:47:27 am »

I remember Toady mentioning in a FotF that the game was kinda missing "life-affirming" stuff. But now it has poetry and dancing and the imagination of children! I am excited :D
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XZell

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Re: Dwarf Fortress 0.42.01 Released
« Reply #87 on: December 02, 2015, 08:51:59 am »

Hi, i'm from Italy and I use Windows 10. I play this game since 3 years, and since 2 on this laptop and i never had unexpected quit.
With the new release i suffered some crashing problem. The first one, everytime a new dwarf fortress mode embark starts (when the calendar appears). I solve this applying the windows 7 compatibility mode. So I embarked successfully and i played for 10 minutes, then i had another crash.
sorry for my bad english, i love this game! Enjoy your losing fun!
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indyofcomo

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Re: Dwarf Fortress 0.42.01 Released
« Reply #88 on: December 02, 2015, 08:55:19 am »

Let's see how horribly I do for I do not how to ascii. XD

Edit: It's running, and I'm looking for an embark now~ This will be so much !!FUN!!

ditto!!
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machiosabre

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Re: Dwarf Fortress 0.42.01 Released
« Reply #89 on: December 02, 2015, 08:56:16 am »

Hi, i'm from Italy and I use Windows 10. I play this game since 3 years, and since 2 on this laptop and i never had unexpected quit.
With the new release i suffered some crashing problem. The first one, everytime a new dwarf fortress mode embark starts (when the calendar appears). I solve this applying the windows 7 compatibility mode. So I embarked successfully and i played for 10 minutes, then i had another crash.
sorry for my bad english, i love this game! Enjoy your losing fun!
I dont know if it was compatibility mode that fixed it, I'm in windows 7 and crashed twice on the calendar but it worked randomly the 3rd time (but proceeded to crash 10 minutes into the game too).
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