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Author Topic: Dwarf Fortress 0.31.06 Released  (Read 107137 times)

Raging Mouse

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Re: Dwarf Fortress 0.31.06 Released
« Reply #330 on: June 14, 2010, 02:48:00 am »

No i have some bags full of seeds near to the plots, nothing forbidden.
There are some other problems with seeds too looks like i lost all cave wheat and all rock nuts.
I will start a new fortress an check what happened to that seeds.

In any case: "No available seeds" should not prevent you from scheduling the plot for the 4 seasons.

This "no available seeds" is what happens to me whenever I place a farm plot somewhere underground in defiance of the "no mud for farming" warning that appears while positioning and sizing it.
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Bartleby

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Re: Dwarf Fortress 0.31.06 Released
« Reply #331 on: June 14, 2010, 08:40:06 am »

My farms worked correctly for over a year before i got the "no availabe seeds" message.
But thank you for that response, because i know now what happened.
The mud beyond the farms was gone !
When i removed the plot the ground beneath had no mud.
Normaly the mud stays.
But how can it happen that 8 farms 3x3 in 2 rows of 4 loose all the mud ???



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heuristicus

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Re: Dwarf Fortress 0.31.06 Released
« Reply #332 on: June 14, 2010, 08:44:21 am »

Just got a crash while attempting to zone a hospital using the floor flow zoning method.
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Footkerchief

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Re: Dwarf Fortress 0.31.06 Released
« Reply #333 on: June 14, 2010, 09:04:41 am »

Just got a crash while attempting to zone a hospital using the floor flow zoning method.

That's this bug, which Toady's been trying to track down.
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Meanmelter

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Re: Dwarf Fortress 0.31.06 Released
« Reply #334 on: June 14, 2010, 09:24:10 am »

My farms worked correctly for over a year before i got the "no availabe seeds" message.
But thank you for that response, because i know now what happened.
The mud beyond the farms was gone !
When i removed the plot the ground beneath had no mud.
Normaly the mud stays.
But how can it happen that 8 farms 3x3 in 2 rows of 4 loose all the mud ???
If the mud is on a BUILT floor or a Smoothed floor, Dwarfs will Clean the mud, making it ineffective.
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Bartleby

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Re: Dwarf Fortress 0.31.06 Released
« Reply #335 on: June 14, 2010, 09:54:51 am »

If the mud is on a BUILT floor or a Smoothed floor, Dwarfs will Clean the mud, making it ineffective.
The mud vanished from 72 tiles that had plots on it. No floor beyond the plots...



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Psieye

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Re: Dwarf Fortress 0.31.06 Released
« Reply #336 on: June 14, 2010, 10:13:05 am »

As in, what's under those plots? Rough cavern floors? Constructed floor tiles? Smoothed rock floors?
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Feral23

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Re: Dwarf Fortress 0.31.06 Released
« Reply #337 on: June 14, 2010, 10:15:21 am »

more hate for the Arse-nal dwarf...

and the tedious process of equipping military, just to have carefully trained legendaries running to combat
dressed only in stitches and a bandage.
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Thief^

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Re: Dwarf Fortress 0.31.06 Released
« Reply #338 on: June 14, 2010, 10:51:31 am »

Keep in mind lots of bugs with dwarves dropping or failing to equip have been fixed in this version, so you should have a lot less trouble with under-equipped dwarves now.
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Dwarven blood types are not A, B, AB, O but Ale, Wine, Beer, Rum, Whisky and so forth.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

wurli

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Re: Dwarf Fortress 0.31.06 Released
« Reply #339 on: June 14, 2010, 11:44:29 am »

If the mud is on a BUILT floor or a Smoothed floor, Dwarfs will Clean the mud, making it ineffective.
The mud vanished from 72 tiles that had plots on it. No floor beyond the plots...

Don't know if this is related, but I had a farm plot that was muddied, where nothing except the first tile worked. Turned out that despite the name "Muddy Sand Cavern Floor" and the color of mud, the tiles had not the "A pile of mud" or "A small pile of mud" tag.
Nothing worked to get mud there. Tried to flood it again. Nothing. I even build a construction, removed it and flooded again. Didn't work. One tile never got the pile of mud tag.
The rest of my farms are working fine.
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Leperous

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Re: Dwarf Fortress 0.31.06 Released
« Reply #340 on: June 14, 2010, 12:04:46 pm »

Happened to me too once, I suspect that there was some blood nearby that got cleaned, taking the mud with it (permanently). Stopped anything from growing anywhere on the overlying field.
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Motigg

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Re: Dwarf Fortress 0.31.06 Released
« Reply #341 on: June 14, 2010, 02:48:32 pm »

Happened to me too once, I suspect that there was some blood nearby that got cleaned, taking the mud with it (permanently). Stopped anything from growing anywhere on the overlying field.
I'm not sure if this was the case.  In my current fort, the same thing happened, the mud just dissappeared from all but 8 tiles out of my 6 4x4 plots (Mostly pig tails for cloth).  I know there wasn't any blood or anything there since nothing makes it past the entrance of my fort (I have a squad stationed there with crafters constantly going outside for bones/shells) so I know it wasn't cleaned.
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abadidea

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Re: Dwarf Fortress 0.31.06 Released
« Reply #342 on: June 14, 2010, 02:51:10 pm »

Update on my dead civilization: migrants stopped coming after 7 (for a total of 14) adult dwarves. We've since been blessed with three baby girls. Fortunately the elves have brought more exotic beasts every year to tame for our military defences, though so small a fortress will never attract the attention of goblins-- our only threat is the drums in the deep. We are finally able to produce steel. It's been six years.

I still think that a dead civilization ought to be at least a "warn on embark."  :-\
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Schilcote

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Re: Dwarf Fortress 0.31.06 Released
« Reply #343 on: June 14, 2010, 03:06:24 pm »

You know what I'd like to see next version? More appropriate engravings. A masterful of a dwarf getting eviscerated by a forest titan is probably okay for your armory, but not the dining room or bedrooms.
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I dunno, you guys have survived Thomas the tank engine, golems, zombies, nuclear explosions, laser whales, and being on the same team as ragnarock.  I don't think something as tame as a world ending rain of lava will even slow you guys down.

Mephansteras

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Re: Dwarf Fortress 0.31.06 Released
« Reply #344 on: June 14, 2010, 03:26:18 pm »

I still think that a dead civilization ought to be at least a "warn on embark."  :-\

I'll agree with that. It'd be helpful both for finding a dead civilization as well as avoiding them.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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