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Author Topic: Dwarf Fortress 0.42.06 Released  (Read 83006 times)

peasant cretin

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Re: Dwarf Fortress 0.42.06 Released
« Reply #60 on: February 11, 2016, 10:00:26 pm »

What was 'travel advisory'? Is that what tells you 'you can't travel here'?

This would be in the error log:
Quote
Unrecognized Announcement Token: TRAVEL_ADVISORY
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BlackFlyme

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Re: Dwarf Fortress 0.42.06 Released
« Reply #61 on: February 11, 2016, 10:03:15 pm »

I think the question is "What was it originally for?", which I do not know the answer to.
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Toady One

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Re: Dwarf Fortress 0.42.06 Released
« Reply #62 on: February 11, 2016, 11:55:36 pm »

Quote from: martinuzz
Is it a bug or an added feature that we can now make large rock wood / bone / shell / horn / tooth / ivory / pearl gems in the craftsdwarf workshop?

Did this update change something with regards to how masterpiece trading is handled? I got messages saying that masterpieces were lost now twice, once when the human caravan left, and then when the dwarven caravan left. I sold them some masterpiece roasts.

They are cabochons of sorts, although it's weird for pearls.  A bit strange overall maybe, but intentional.

The export wealth calculation fix involved retaining the items longer, and maybe it triggered the masterpiece loss.  I'll try to fix it all without screwing something else up for next time.

Quote from: BlackFlyme
I think the question is "What was it originally for?", which I do not know the answer to.

Back when not being able to travel stopped you from seeing the map, it popped up a message telling you why.  Now it shows that same message at the top of the map when you can't travel, but it isn't a formal announcement, so I removed (or thought I removed) the announcements entry.
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Random_Dragon

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Re: Dwarf Fortress 0.42.06 Released
« Reply #63 on: February 12, 2016, 12:25:36 am »

Ah, interesting. o.o
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Shonai_Dweller

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Re: Dwarf Fortress 0.42.06 Released
« Reply #64 on: February 12, 2016, 04:08:07 am »

How do you open the map while not traveling by the way?
I managed to open the log, which has a map with Q, is that the same thing?

--edit
Oh, wait I think I understand. You can push T to open the travel map even when you're in a Dark Pit or something, but you can't travel anywhere. Right?
« Last Edit: February 12, 2016, 04:14:32 am by Shonai_Dweller »
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peasant cretin

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Re: Dwarf Fortress 0.42.06 Released
« Reply #65 on: February 12, 2016, 04:28:55 am »

@Shonai_Dweller

Yes. Just noticed it now. Tried fast travel "T" and it brought me to:
Spoiler (click to show/hide)
Then had to "d" and drop back in to slow travel mode to move away.
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Skorpion

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Re: Dwarf Fortress 0.42.06 Released
« Reply #66 on: February 12, 2016, 05:42:22 pm »

So, you fixed the most obvious bugs, put in ANOTHER layer of complexity to doing things that goes against the sheer randomness of creating things...
This is going to save a lot of time and woe. And one hell of a lot of stockpile juggling.
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Re: Dwarf Fortress 0.42.06 Released
« Reply #67 on: February 12, 2016, 08:18:31 pm »

I dub thee: STABLE! 0.42.06 is more playable than 0.40.24, IMHO.
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Shonai_Dweller

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Re: Dwarf Fortress 0.42.06 Released
« Reply #68 on: February 12, 2016, 11:54:54 pm »

I dub thee: STABLE! 0.42.06 is more playable than 0.40.24, IMHO.
Yeah, it's been a great release for both fortress and adventurer. Just a few issues with retiring/unretiring to sort out and we'll be able to play a fairly smooth campaign world going back and forth between modes. :)
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Raven

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Re: Dwarf Fortress 0.42.06 Released
« Reply #69 on: February 13, 2016, 02:20:54 am »

is the bin bug fixed?
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Rumrusher

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Re: Dwarf Fortress 0.42.06 Released
« Reply #70 on: February 13, 2016, 04:04:53 am »

So this cause me to think about this but Why does bone-carving in advmode have an "needs to not be rotten" token for what basically be bones?
also seems to be you can't craft stuff with sentient people corpses or at least human bone.
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Shonai_Dweller

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Re: Dwarf Fortress 0.42.06 Released
« Reply #71 on: February 13, 2016, 04:56:53 am »

So this cause me to think about this but Why does bone-carving in advmode have an "needs to not be rotten" token for what basically be bones?
also seems to be you can't craft stuff with sentient people corpses or at least human bone.
Not being able to eat or do anything else with butchered sentient parts is kind of a bug. Theoretically only elves and goblins should be allowed to do it, but I don't think checks in adventurer have been implemented officially yet.

However a PC bug in 42.x took matters into its own clumsy hands and now no-one is able to do it, regardless of ethics. Toady mentioned that he didn't change anything deliberately to make this happen.
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Random_Dragon

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Re: Dwarf Fortress 0.42.06 Released
« Reply #72 on: February 13, 2016, 12:16:56 pm »

Yes, and I kinda really hope that the "can't use stuff from sentients" bug is on Toady's list for the next update. ;w;

Also? Giant desert scorpions.
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greycat

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Re: Dwarf Fortress 0.42.06 Released
« Reply #73 on: February 13, 2016, 02:26:30 pm »

is the bin bug fixed?

Which one?  Refer to the bug number on Mantis.
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Raven

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Re: Dwarf Fortress 0.42.06 Released
« Reply #74 on: February 14, 2016, 01:34:01 pm »

is the bin bug fixed?

Which one?  Refer to the bug number on Mantis.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=8755
this causes mass cancellation reports to workshops that need materials from bin like weaver, clothier and metalsmith

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2706
never tested recently but due these two bugs i was forced not to use bins in my stockpiles to prevent troubles
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