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Author Topic: Dwarf Fortress 0.31.03 Released  (Read 123767 times)

Pwnzerfaust

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Re: Dwarf Fortress 0.31.03 Released
« Reply #45 on: April 12, 2010, 10:42:55 pm »

I love you Toady.

Just thought I'd put that out there.
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Give an elf a fire and he's warm for a night. Drop an elf in magma and he's warm for the rest of his life.

Gabeux

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Re: Dwarf Fortress 0.31.03 Released
« Reply #46 on: April 12, 2010, 10:53:31 pm »

Toad for President
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EsnRedshirt

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Transferring your Mayday packs from v.02 to v.03
« Reply #47 on: April 12, 2010, 11:00:29 pm »

Here's my quick way to transfer your graphic pack from a prior 0.31.xx version without having to wait for a new Mayday version to be compiled. I just verified this does work from v.02 to v.03. Don't blame me if you experience any problems, though- I only tested in Adventurer mode to make sure it didn't crash anything.

* Transferring graphics:
Open up both v.02 and v.03 in separate folders. Make changes as follows:

Folder: raw\graphics
- transfer graphics_mayday.txt and folder mayday from v.02 to v.03

Folder: data\art
- transfer files that aren't there (4 mayday and herrbdog .bmps)

Folder: data\init
- (optional) rename v.03 "init.txt" to "old_init.txt"
- copy "init.txt" from v.02 to v.03

* Transferring savegames:
Folder: data\save
Copy entire "region1" folder from old to new version. (Do not change folder names, people have reported this breaks savegames.)
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Thndr

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Re: Transferring your Mayday packs from v.02 to v.03
« Reply #48 on: April 12, 2010, 11:14:02 pm »

Here's my quick way to transfer your graphic pack from a prior 0.31.xx version without having to wait for a new Mayday version to be compiled. I just verified this does work from v.02 to v.03. Don't blame me if you experience any problems, though- I only tested in Adventurer mode to make sure it didn't crash anything.

* Transferring graphics:
Open up both v.02 and v.03 in separate folders. Make changes as follows:

Folder: raw\graphics
- transfer graphics_mayday.txt and folder mayday from v.02 to v.03

Folder: data\art
- transfer files that aren't there (4 mayday and herrbdog .bmps)

Folder: data\init
- (optional) rename v.03 "init.txt" to "old_init.txt"
- copy "init.txt" from v.02 to v.03

* Transferring savegames:
Folder: data\save
Copy entire "region1" folder from old to new version. (Do not change folder names, people have reported this breaks savegames.)

What about data\save\raw\? Shouldn't they replace the raws in that with the raw text folder in the raw\ directory as well? *Since saves seem to have a raw folder now for some reason*
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Deimos56

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Re: Dwarf Fortress 0.31.03 Released
« Reply #49 on: April 12, 2010, 11:21:16 pm »

But maybe you should allow buckets of soil to be spread over rock in the future... to those who aren't willing in have the trouble I am having in my current fort (three years and I'm still building the farm system - 10 screw pumps already set)

There's a current Suggestions thread about defining irrigation zones that work without the dumb workaround of placing a pond zone on the level above.
That's a nice suggestion. I wonder if, in the future, the soil will detect a level of moisture, refreshing itself when it rains or is near a body of water... Different plants would take different levels of moisture... then again, this sounds like something for the suggestions forum.
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EsnRedshirt

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Re: Transferring your Mayday packs from v.02 to v.03
« Reply #50 on: April 12, 2010, 11:22:16 pm »

Here's my quick way to transfer your graphic pack from a prior 0.31.xx version without having to wait for a new Mayday version to be compiled. I just verified this does work from v.02 to v.03. Don't blame me if you experience any problems, though- I only tested in Adventurer mode to make sure it didn't crash anything.

* Transferring graphics:
Open up both v.02 and v.03 in separate folders. Make changes as follows:

Folder: raw\graphics
- transfer graphics_mayday.txt and folder mayday from v.02 to v.03

Folder: data\art
- transfer files that aren't there (4 mayday and herrbdog .bmps)

Folder: data\init
- (optional) rename v.03 "init.txt" to "old_init.txt"
- copy "init.txt" from v.02 to v.03

* Transferring savegames:
Folder: data\save
Copy entire "region1" folder from old to new version. (Do not change folder names, people have reported this breaks savegames.)

What about data\save\raw\? Shouldn't they replace the raws in that with the raw text folder in the raw\ directory as well? *Since saves seem to have a raw folder now for some reason*
Not a clue, haven't played with it that much. I'm generating a new world for this one, anyway. At least the graphic transfer works.
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blinking icons

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Re: Dwarf Fortress 0.31.03 Released
« Reply #51 on: April 12, 2010, 11:46:27 pm »

I don't see the farming priority - If you have a murky pool, river or brook, you channel and dig from it to your desired farm area as deep down as you want, place in a floodgate right at the farm-to-be, connect to lever, then breach the last tile by channeling at the source, dorf standing save above. let flood all tiles to 1/7 least, close gate, wait for water to vanish, build plot. Really same old. If you have no above ground water, use the cavern lake (yes, you have one) - deep down farms are cooler anyway, no pumps needed. Put a grate or bar or fortification (or better all of that) in your water tunnel then, so no swimming guests can enter (they are building destroyers). Above ground farming supposedly works fine as before, but who wants to eat elven poison plants anyway?
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The Thresher vomits.

Osmosis Jones

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Re: Dwarf Fortress 0.31.03 Released
« Reply #52 on: April 12, 2010, 11:56:24 pm »

That's a nice suggestion. I wonder if, in the future, the soil will detect a level of moisture, refreshing itself when it rains or is near a body of water... Different plants would take different levels of moisture... then again, this sounds like something for the suggestions forum.

From memory it already does; tree growth is at least partly a function of 'water' level of a tile.
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Greiger

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Re: Dwarf Fortress 0.31.03 Released
« Reply #53 on: April 12, 2010, 11:57:45 pm »

Hm, transferring the standard raws into a old save as properly as I'm able seems to have made my crafts-shop only able to make unknown substance crafts.  But my game IS pretty heavily modded, so take that with a grain of salt. It could have been any number of things I screwed up at.

But just saying probably a good idea to do a copy instead of a cut when you transfer a save you are partial to over, just in case something goes wrong.

Of course, that's probably just good practice anyway.
« Last Edit: April 12, 2010, 11:59:39 pm by Greiger »
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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Fist_Of_Armok

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Re: Dwarf Fortress 0.31.03 Released
« Reply #54 on: April 13, 2010, 12:03:32 am »

Well, this was quick.

Hopefully my shiny new cord will fix my laptop's MASSIVE LAG problem.

Switching and downloading now.

Also, Toady, I remember reading something in the Devlog about dwarves carrying around flasks to drink from. I made a bunch of metal flasks for my dorfs, only to have them ignored. I ended up trading them to the Elves for much-needed food. Is this still in, or did I somehow get the Future Dev and Devlog mixed up?
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Drakis

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Re: Dwarf Fortress 0.31.03 Released
« Reply #55 on: April 13, 2010, 12:38:27 am »

is there going to be a fix for the forced immigration bug in the next few updates?

im trying to have a fort that is populated ONLY by the original 7 and their offspring, but the waves of immys i get despite having popcap set to 1 are interfering with me doing this
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Caldfir

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Re: Dwarf Fortress 0.31.03 Released
« Reply #56 on: April 13, 2010, 12:43:27 am »

deep down farms are cooler anyway, no pumps needed
Hear Hear!

Real Dorfs dig down to the caverns and wall off some muddy floor on embark.  I don't care what Toady says - the irrigation "bug" thing is a feature.  Fending off hordes of zombie tiger men while paging through job cancellations caused by a rampaging elk bird are what lets you know you're alive!
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heathkit

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Re: Dwarf Fortress 0.31.03 Released
« Reply #57 on: April 13, 2010, 12:56:42 am »

is there going to be a fix for the forced immigration bug in the next few updates?

im trying to have a fort that is populated ONLY by the original 7 and their offspring, but the waves of immys i get despite having popcap set to 1 are interfering with me doing this

Maybe set popcap to 7?  Or, you know, just build a giant death pit around your fort and don't let them in.

Also, I have to agree, I really like the farming bug.  I used to always dig into soil layers and throw up a farm there - I like that underground farming is now a bit more of a challenge.  It makes the early game much more interesting for me. 

In fact, I think farms should require yearly irrigation.  Either that, or farmers need to water their plants with a bucket after planting.
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Thndr

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Re: Dwarf Fortress 0.31.03 Released
« Reply #58 on: April 13, 2010, 01:15:31 am »

I would vote to keep the current "needs irrigation" way of farming, since it'll force the player just to dig deeper to make cisterns or goto the underground section.

However what would be really cool would be a minor farming overhaul, in instead of an irrigation zone, you can build a farm plot basically anywhere. However dry tiles are barren and needs to be worked on by a farmer/peasant instead of assigning the area beforehand a place to irrigate. This could also be extended to some levels of irrigation/land condition in which gets worse over time and needs to be refreshed for a season (basically making the farm take a rest and having dwarves prep the land.)

Although that might be more work than it's worth and adds even more micromanaging to the game (although farming is currently  prep and forget)
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Shadowlord

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Re: Dwarf Fortress 0.31.03 Released
« Reply #59 on: April 13, 2010, 01:29:00 am »

Or we could have natural floods back. In fact there's at least one fort which does have natural floods - where the river in one biome freezes but doesn't freeze in the other biome, causing the river water in the other to back up and flood over, draining into the player's fort. :3
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