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Author Topic: Dwarf Fortress 0.31.01 Released  (Read 123085 times)

Dark_Tundra

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Re: Dwarf Fortress 0.31.01 Released
« Reply #435 on: April 07, 2010, 08:47:50 pm »

My dwarves refuse to make charcoal, despite several of them having the Furnace Operator job. In addition, the mason who makes the workshop seems to get stuck in it, staying on it even when drafted.
You want Wood Burning, under the farming submenu.
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Skynet 2.0

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Re: Dwarf Fortress 0.31.01 Released
« Reply #436 on: April 07, 2010, 09:26:50 pm »

Got that fixed, but now my expedition leader is in perma-meeting with an unconscious dwarf, when I need him to be trading. Is there anything I can do?
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The Doctor

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Re: Dwarf Fortress 0.31.01 Released
« Reply #437 on: April 07, 2010, 09:39:24 pm »

Kill the dwarf.
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Skynet 2.0

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Re: Dwarf Fortress 0.31.01 Released
« Reply #438 on: April 07, 2010, 09:51:04 pm »

The dwarf recovered and then proceeded to yell at the leader, so no need for that yet. It seems like the dwarves are hospitalized for the slightest injury though: that dwarf was recovering in the hospital for several days because of a severely bruised left hand .
« Last Edit: April 07, 2010, 09:53:33 pm by Skynet 2.0 »
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savanik

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Re: Dwarf Fortress 0.31.01 Released
« Reply #439 on: April 07, 2010, 10:24:31 pm »

(I can't figure out how to get them to pick up the weapons I assigned them)
Yeah in the military screen it says that they should pick up any prefered melee weapon but when I activate them most of them just walk around as wrestler.

If you've trained them really high as a wrestler and not so much with any other weapon, then their 'preferred melee weapon' is 'fist' so they won't pick up anything.

Tell them to pick up an axe, and they'll pick up an axe. Tell them to pick up a STEEL axe, and they'll ignore the copper ones - as long as there's sufficient unforbidden steel axes to go around!

Sav
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Skynet 2.0

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Re: Dwarf Fortress 0.31.01 Released
« Reply #440 on: April 07, 2010, 11:09:34 pm »

I really like the improvements to the healthcare system so far! It actually feels like I can help my dwarfs, rather than just throwing food and water at them and hoping they get better soon.
« Last Edit: April 07, 2010, 11:21:24 pm by Skynet 2.0 »
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Jackrabbit

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Re: Dwarf Fortress 0.31.01 Released
« Reply #441 on: April 08, 2010, 02:09:24 am »

Oh, hey. I forgot to ask. With the addition of kill orders, how does this affect starting in human towns? Will they fight back?
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Spreggo

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Re: Dwarf Fortress 0.31.01 Released
« Reply #442 on: April 08, 2010, 10:26:09 am »

I know we can't send out armies yet, but do other civs armies actually move over the map yet???

Footkerchief

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Re: Dwarf Fortress 0.31.01 Released
« Reply #443 on: April 08, 2010, 11:46:17 am »

I know we can't send out armies yet, but do other civs armies actually move over the map yet???

Nope.  Also there's a new version out.
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Spreggo

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Re: Dwarf Fortress 0.31.01 Released
« Reply #444 on: April 08, 2010, 11:49:35 am »

Hey thanks Foot :D

Skynet 2.0

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Re: Dwarf Fortress 0.31.01 Released
« Reply #445 on: April 08, 2010, 05:47:52 pm »

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Hippoman

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Re: Dwarf Fortress 0.31.01 Released
« Reply #446 on: April 08, 2010, 06:20:34 pm »

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Kwahn

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Re: Dwarf Fortress 0.31.01 Released
« Reply #447 on: April 09, 2010, 11:01:57 pm »

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smjjames

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Re: Dwarf Fortress 0.31.01 Released
« Reply #448 on: April 09, 2010, 11:04:37 pm »



Eh? Its normal for a mood to pick whatever stone is nearby, as are the recursive images, your dwarf just happened to pick up some coal.
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Haspen

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Re: Dwarf Fortress 0.31.01 Released
« Reply #449 on: April 10, 2010, 03:06:55 am »

Someone seemingly had his first artifact and/or haven't seen Planepacked :P
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