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Author Topic: Dwarf Fortress 0.47.05 Released  (Read 260103 times)

TomiTapio

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Re: Dwarf Fortress 0.47.05 Released
« Reply #45 on: February 02, 2021, 07:39:15 pm »

Anyone else getting mystery dwarf deaths? Like 22 dead of 50.
Or is it touching the thirdhand poison of this maybe-nasty FB? Blistered from main stairwell waterfall?
« Last Edit: February 02, 2021, 08:09:14 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

charming.snark

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Re: Dwarf Fortress 0.47.05 Released
« Reply #46 on: February 02, 2021, 10:04:37 pm »

No crashes in ~330 world gens with default settings. Nice!
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A_Curious_Cat

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Re: Dwarf Fortress 0.47.05 Released
« Reply #47 on: February 04, 2021, 03:41:57 am »

I was basically referring to a problem (that at least existed in older versions -I’m waiting for DFHack before I play the new version) in which fisherdwarves fish to the exclusion of all else (including needs) which ultimately led to the fisherdwarves becoming significantly unhappy and tantruming within only two or three years.

I should probably also add that this happened with every fort I ran under 0.47.04 (or at least every fort that lasted long enough for it to happen).


I think it may have something to do with this.
« Last Edit: February 04, 2021, 03:44:33 am by A_Curious_Cat »
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.05 Released
« Reply #48 on: February 04, 2021, 03:56:55 am »

I was basically referring to a problem (that at least existed in older versions -I’m waiting for DFHack before I play the new version) in which fisherdwarves fish to the exclusion of all else (including needs) which ultimately led to the fisherdwarves becoming significantly unhappy and tantruming within only two or three years.

I should probably also add that this happened with every fort I ran under 0.47.04 (or at least every fort that lasted long enough for it to happen).


I think it may have something to do with this.

Ver 31.25? That was released March 2011. So not anything new.

Yes, one of the many bugs to fix, maybe even before Steam, but it wasn't picked up as a game-breaking, kill-the-noobs, stress inducer so no reason to think it would have been prioritized.
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A_Curious_Cat

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Re: Dwarf Fortress 0.47.05 Released
« Reply #49 on: February 04, 2021, 04:43:33 am »

I was basically referring to a problem (that at least existed in older versions -I’m waiting for DFHack before I play the new version) in which fisherdwarves fish to the exclusion of all else (including needs) which ultimately led to the fisherdwarves becoming significantly unhappy and tantruming within only two or three years.

I should probably also add that this happened with every fort I ran under 0.47.04 (or at least every fort that lasted long enough for it to happen).


I think it may have something to do with this.

Ver 31.25? That was released March 2011. So not anything new.

Yes, one of the many bugs to fix, maybe even before Steam, but it wasn't picked up as a game-breaking, kill-the-noobs, stress inducer so no reason to think it would have been prioritized.

Of course, there’s also the possibility that the fix that Toady One introduced to make dwarves who spend a lot of time outdoors get used to being rained on might mitigate the problem.  I have no problems with them continuing to fish all the time, I just want them to stop tantruming and punching people in the face.
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FantasticDorf

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Re: Dwarf Fortress 0.47.05 Released
« Reply #50 on: February 04, 2021, 06:13:49 am »

Of course, there’s also the possibility that the fix that Toady One introduced to make dwarves who spend a lot of time outdoors get used to being rained on might mitigate the problem.  I have no problems with them continuing to fish all the time, I just want them to stop tantruming and punching people in the face.

I have linked *some* of the problem towards dwarves sneaking in need-filling attacks in character breaking vengance (which should be easier to handle the thoughts now on the new ver with thought changes), but thats always adding to a slew of "add pitfights" type suggestions that without concurrent way for dwarves to join the military they'll leap into unrelated fights.

Given example battles with macaques pull citizens out and away to brawl.
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Bumber

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Re: Dwarf Fortress 0.47.05 Released
« Reply #51 on: February 04, 2021, 05:54:57 pm »

I didn't address other loyalty cascades - the two saves I checked had tame megabeasts, so I moved on.  But if there's one that works without them I can circle back around whenever the next set happens.

Found one that occurred when a dwarf fell out of a chopped tree, of all things:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11682
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

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)?

A_Curious_Cat

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Re: Dwarf Fortress 0.47.05 Released
« Reply #52 on: February 04, 2021, 06:24:10 pm »

Of course, there’s also the possibility that the fix that Toady One introduced to make dwarves who spend a lot of time outdoors get used to being rained on might mitigate the problem.  I have no problems with them continuing to fish all the time, I just want them to stop tantruming and punching people in the face.

I have linked *some* of the problem towards dwarves sneaking in need-filling attacks in character breaking vengance (which should be easier to handle the thoughts now on the new ver with thought changes), but thats always adding to a slew of "add pitfights" type suggestions that without concurrent way for dwarves to join the military they'll leap into unrelated fights.

Given example battles with macaques pull citizens out and away to brawl.

Not the same thing.  In my case it was only the fisherdwarf throwing punches,  they only hit other dwarves, there was a message about them throwing a tantrum, and they had been flashing a red exclamation point for some time.  They were also the only ones in the fortress to do this, and it happened in multiple forts.  Always the fisherdwarf.
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.05 Released
« Reply #53 on: February 04, 2021, 06:43:27 pm »

Red arrow means your fisherdwarf was depressed and throwing a tantrum as is completely normal. Presumably as a result of being rained on a lot (which is why rain was tweaked in 47.05). What's the issue again?
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A_Curious_Cat

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Re: Dwarf Fortress 0.47.05 Released
« Reply #54 on: February 04, 2021, 07:45:24 pm »

Then it looks like there probably won’t be any problem.  Thanks for fixing the rain, Toady!
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Shonai_Dweller

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Re: Dwarf Fortress 0.47.05 Released
« Reply #55 on: February 04, 2021, 07:57:49 pm »

Then it looks like there probably won’t be any problem.  Thanks for fixing the rain, Toady!
Keep an eye on them just in case. Fisherdwarves are the ultimate rain stress-test. Post results here (new stress issue monitoring thread):
http://www.bay12forums.com/smf/index.php?topic=177991.0
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charming.snark

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Re: Dwarf Fortress 0.47.05 Released
« Reply #56 on: February 04, 2021, 08:05:19 pm »

Mined a single reproducible world gen crash. (And no other crashes) Default settings. Windows 10.

https://paste.ubuntu.com/p/XHCjGDsJbJ (crashes in year 163)

This actually showed up shortly after my last post. I've stopped the experiment (moving onto long history pocket worlds) after 824 worlds.

edit: Long Pocket Worlds are much more fruitful, crashing about ~12% of the time. Will work on filtering out the non-reproducible ones and post some samples in a bit.
« Last Edit: February 04, 2021, 09:57:52 pm by charming.snark »
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TomiTapio

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Re: Dwarf Fortress 0.47.05 Released
« Reply #57 on: February 05, 2021, 05:00:55 pm »

edit: Long Pocket Worlds are much more fruitful, crashing about ~12% of the time. Will work on filtering out the non-reproducible ones and post some samples in a bit.
Thanks for the testing, fellow fortresser.

I rolled OldGenesis 1800year pocket regions. One crash in 24 tries.
To reproduce,
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Shonai_Dweller

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Re: Dwarf Fortress 0.47.05 Released
« Reply #58 on: February 05, 2021, 09:09:43 pm »

Sacred Hunter visitor has just turned up. Presumably not supposed to happen. Legends explains that he was raised by a Mummy about 10 years ago, then last year plotted to infiltrate my group to steal treasures and prepare a coup under the influence of his Mummy master. And this year turned up not in disguise. It all seems very logical, except of course he's a blatantly undead giant N who died of old age a hundred years ago.
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TomiTapio

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Re: Dwarf Fortress 0.47.05 Released
« Reply #59 on: February 06, 2021, 08:29:54 am »

I had Sunless Butcher visitor(s) in a .04 fort, they caused trouble, we tried to squash them, but they were insanely tough.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884
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