Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3 4 ... 16

Author Topic: Dwarf Fortress 0.44.02 Released  (Read 130601 times)

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #15 on: November 24, 2017, 12:15:29 am »

Are kobolds supposed to be ignoring me as I wander around their cave? Taking plenty of damage from weapon traps, so maybe they don't need to do anything.
Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Dwarf Fortress 0.44.02 Released
« Reply #16 on: November 24, 2017, 12:23:16 am »

The identify yourself bug and the ignoring go hand-in-hand, I think.
Logged
The Toad, a Natural Resource:  Preserve yours today!

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #17 on: November 24, 2017, 01:03:13 am »

Huh, shouldn't that be venomous? Are people eating poisonous creatures like scorpions?
Logged

Orkel

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #18 on: November 24, 2017, 01:05:07 am »

Not sure if it's just me, are questers staying for incredibly long in anyone elses forts? I had one leave only after a few years, and there's still 30+ hanging around killing my FPS. And more keep coming
« Last Edit: November 24, 2017, 01:14:18 am by Orkel »
Logged
Quote from: madjoe5
Dwarf Fortress: The game in which people place abducted children in a furnace to see what happens.

squamous

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #19 on: November 24, 2017, 01:15:34 am »

I'm getting a bug that I think is crashing my game. I go about my adventure mode business in settlements when the game stops working. When I check the errorlogs, these are the last bugs I see:

"Farmer: site walker could not find walkable area"

Alternately, its a named character and goes something like this
"(NPC name), (Profession): site walker could not return to home zone"

So far its only happened in human sites but it might be happening in others also.
« Last Edit: November 24, 2017, 01:36:27 am by squamous »
Logged
I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Fluffe9911

  • Bay Watcher
  • Such ‼Socks‼ Much Fun
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #20 on: November 24, 2017, 01:37:46 am »

How are you supposed to display your artifacts on the adventure mode site pedestals pressing u does not let me interact with them and if I just drop the artifact on top of it when I wait/sleep/do anything that goes threw time the artifacts get displaced am I doing something wrong? lol
Logged

bloop_bleep

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #21 on: November 24, 2017, 01:45:24 am »

How are you supposed to display your artifacts on the adventure mode site pedestals pressing u does not let me interact with them and if I just drop the artifact on top of it when I wait/sleep/do anything that goes threw time the artifacts get displaced am I doing something wrong? lol

Use 'p' to put the artifact into the pedestal.
Logged
Quote from: KittyTac
The closest thing Bay12 has to a flamewar is an argument over philosophy that slowly transitioned to an argument about quantum mechanics.
Quote from: thefriendlyhacker
The trick is to only make predictions semi-seriously.  That way, I don't have a 98% failure rate. I have a 98% sarcasm rate.

Urlance Woolsbane

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #22 on: November 24, 2017, 02:38:06 am »

I'm getting a bug that I think is crashing my game. I go about my adventure mode business in settlements when the game stops working. When I check the errorlogs, these are the last bugs I see:

"Farmer: site walker could not find walkable area"

Alternately, its a named character and goes something like this
"(NPC name), (Profession): site walker could not return to home zone"

So far its only happened in human sites but it might be happening in others also.
This happened to me in a dark pits, so it seems to be a general issue.
Logged
"Hey papa, your dandruff is melting my skin. Is that normal?"
"SKREEEONK!!!"
"Yes, daddy."

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #23 on: November 24, 2017, 02:45:02 am »

The identify yourself bug and the ignoring go hand-in-hand, I think.

What about making them actually identify themselves? Should be easy.
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

squamous

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #24 on: November 24, 2017, 02:57:40 am »

I'm getting a bug that I think is crashing my game. I go about my adventure mode business in settlements when the game stops working. When I check the errorlogs, these are the last bugs I see:

"Farmer: site walker could not find walkable area"

Alternately, its a named character and goes something like this
"(NPC name), (Profession): site walker could not return to home zone"

So far its only happened in human sites but it might be happening in others also.
This happened to me in a dark pits, so it seems to be a general issue.

Good to know I'm not just unlucky.
Logged
I make huge and comprehensive overhaul mods, consider supporting me on Patreon so I can do this full-time:
https://www.patreon.com/themodsmith
Have questions? Need to report bugs? Post them in the discord:  https://discord.gg/dGzGr5svS2

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #25 on: November 24, 2017, 03:37:52 am »

The identify yourself bug and the ignoring go hand-in-hand, I think.

What about making them actually identify themselves? Should be easy.
Kobolds aren't meant to be able to speak...
Logged

MCreeper

  • Bay Watcher
  • My bus is late
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #26 on: November 24, 2017, 03:40:05 am »

Bug - cloth and weapons of alive visitors are included in military equip screen.
Bug 2 - Rooms of dwarfs sent out on a mission become unowned, and not become owned even after they return.

Cave adapted dwarf visitors is bug, bot a feature?  :(
« Last Edit: November 24, 2017, 04:09:40 am by MCreeper »
Logged
Rest of the sigs
The helicopter is rent apart by the collision, its steel unable to resist its inevitable reunion with the ground, and the meat within is smashed by the crumpling cockpit beyond any practical hope of recovery. What comes up, must come down again. Ore and ape, returned to mother planet's embrace.

StagnantSoul

  • Bay Watcher
  • "Player has withdrawn from society!"
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #27 on: November 24, 2017, 04:27:14 am »

Definitely not a feature, what'd they do, tunnel their way here Bugs Bunny style and pop up going "Gnah what's up Urist?"
Logged
Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Urlance Woolsbane

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #28 on: November 24, 2017, 04:50:01 am »

I see that belief systems are now a thing, presumably in preparation for Mythgen. I imagine there's lots of !!SCIENCE!! to be done there.


Also, I've discovered a fairly major bug.
Logged
"Hey papa, your dandruff is melting my skin. Is that normal?"
"SKREEEONK!!!"
"Yes, daddy."

thvaz

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.44.02 Released
« Reply #29 on: November 24, 2017, 04:50:12 am »

Bug - cloth and weapons of alive visitors are included in military equip screen.
Bug 2 - Rooms of dwarfs sent out on a mission become unowned, and not become owned even after they return.

Cave adapted dwarf visitors is bug, bot a feature?  :(

Report them in the bug tracker, though I guess the first one must be from the previous versions and should be reported already.
Logged
Pages: 1 [2] 3 4 ... 16