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Author Topic: Dwarf Fortress 0.31.06 Released  (Read 108256 times)

Psieye

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Re: Dwarf Fortress 0.31.06 Released
« Reply #30 on: June 09, 2010, 11:14:35 am »

It is a rare personality trait if they work themselves to death, most dwarves give up and go tend to biological needs before they're seriously dehydrated/starving/depraved of sleep. If you think they'll get seriously unhappy because of this bug, then you're not giving them enough comforts - perfectly possible to have ecstasy despite these thoughts.

Incidentally, you don't need to undesignate all your tiles - just the one that your miner/woodcutter/whatever is working on. Then they go eat/drink/sleep before they re-determine where to work on next.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Misterstone

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Re: Dwarf Fortress 0.31.06 Released
« Reply #31 on: June 09, 2010, 11:17:43 am »

I just ran arena mode with uncapped FPS and got about 5000-6000 FPS.  Bwaahahaahahah
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Haspen

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Re: Dwarf Fortress 0.31.06 Released
« Reply #32 on: June 09, 2010, 11:21:32 am »

I just ran arena mode with uncapped FPS and got about 5000-6000 FPS.  Bwaahahaahahah

Light-speed fighting dwarves? O.o'
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Libelnon

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Re: Dwarf Fortress 0.31.06 Released
« Reply #33 on: June 09, 2010, 11:28:08 am »

still no fixes on healthcare, supermigrants and orespam? Okay, i'll be sticking with 40d for a bit longer.
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Misterstone

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Re: Dwarf Fortress 0.31.06 Released
« Reply #34 on: June 09, 2010, 11:30:24 am »

Are the migrants a bug?
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Orkel

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Re: Dwarf Fortress 0.31.06 Released
« Reply #35 on: June 09, 2010, 11:31:13 am »

still no fixes on healthcare, supermigrants and orespam? Okay, i'll be sticking with 40d for a bit longer.

Healthcare was fixed in .04?

- 0000474: [Dwarf Mode -- Jobs, Healthcare] Unable to bandage wound (Toady One) - closed.
- 0000168: [General] Doctor repeatedly tries and fails to suture wounds that have already healed (Toady One) - closed.
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Mir

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Re: Dwarf Fortress 0.31.06 Released
« Reply #36 on: June 09, 2010, 11:37:03 am »

Quick question - resource refuse - shells, bones and skull are still under body parts?

Yes, yes they are. It would seem that you can't separate them individually... you basically end up with hair and nerve tissue, teeth and hooves, and some other stuff too. There might be a way around this, but I can't figure it out.
 
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Misterstone

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Re: Dwarf Fortress 0.31.06 Released
« Reply #37 on: June 09, 2010, 11:46:08 am »

still no fixes on healthcare, supermigrants and orespam? Okay, i'll be sticking with 40d for a bit longer.

Healthcare was fixed in .04?

- 0000474: [Dwarf Mode -- Jobs, Healthcare] Unable to bandage wound (Toady One) - closed.
- 0000168: [General] Doctor repeatedly tries and fails to suture wounds that have already healed (Toady One) - closed.

Right, and another healthcare crash bug involving soap/cleaning wounds was fixed this time around as well.
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Deathworks

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Re: Dwarf Fortress 0.31.06 Released
« Reply #38 on: June 09, 2010, 11:50:39 am »

Hi!

Trying to be helpful, I have uploaded the world I genned at the file depot.

That world was genned for people who want to play at their own pace with little excitement (megabeast attacks are nearly impossible to achieve in a normal fortress and the cavern layers lie deep in the ground - but they are all present).

I hope that will be of use for someone. Here are the gen data (yes, it works again, hooray!):

Spoiler (click to show/hide)

EDIT: I have now uploaded the map at the map archive.

Deathworks
« Last Edit: June 09, 2010, 11:59:49 am by Deathworks »
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armrha

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Re: Dwarf Fortress 0.31.06 Released
« Reply #39 on: June 09, 2010, 12:02:51 pm »

still no fixes on healthcare, supermigrants and orespam? Okay, i'll be sticking with 40d for a bit longer.

What is the orespam bug?

Supermigrants are not that bad IMO. Why should your fort have the only people really skilled at anything in the world?

I think healthcare is more or less fixed, try it out...
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Bronze Dog

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Re: Dwarf Fortress 0.31.06 Released
« Reply #40 on: June 09, 2010, 12:12:42 pm »

Bronze Dog likes stable constructions, military fixes, and Toadies for their great alacrity.
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Coaldiamond

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Re: Dwarf Fortress 0.31.06 Released
« Reply #41 on: June 09, 2010, 12:27:21 pm »

Yay, a new version! And an awesome turn-around time between versions. I will have to try it out later today.

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Psieye

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Re: Dwarf Fortress 0.31.06 Released
« Reply #42 on: June 09, 2010, 12:30:15 pm »

still no fixes on healthcare, supermigrants and orespam? Okay, i'll be sticking with 40d for a bit longer.
You speak as if you can't tweak orespam to the levels you want.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Lord Snow

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Re: Dwarf Fortress 0.31.06 Released
« Reply #43 on: June 09, 2010, 12:36:31 pm »

No/Broken PNG Support?


Edit: ach, the small version linked on the site is legacy >_>
trying SDL.
« Last Edit: June 09, 2010, 12:39:50 pm by Lord Snow »
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Libelnon

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Re: Dwarf Fortress 0.31.06 Released
« Reply #44 on: June 09, 2010, 12:44:35 pm »

still no fixes on healthcare, supermigrants and orespam? Okay, i'll be sticking with 40d for a bit longer.
You speak as if you can't tweak orespam to the levels you want.
you can?
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I bet manly tea tastes like crushed nerd dreams.
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