duralict posted:I don't know what else to call them, it's the stones that appear in "vein walls" instead of "rock walls". In any case I still can't find where I can allow/forbid them in the stockpile settings, they just don't seem to have an entry.
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# ¿ Mar 27, 2014 22:23 |
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# ¿ May 11, 2024 11:38 |
Toady didn't know enough about metallurgy to come up with a neat dwarven advantage, I guess. So everybody else stopped having access to steel.
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# ¿ Mar 29, 2014 00:11 |
Aquifers don't affect cave water levels at all. The dampness is determined in worldgen.
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# ¿ Mar 30, 2014 21:17 |
Dang. That's food for thought. How is he going to model all of this?
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# ¿ Mar 31, 2014 01:58 |
You could make a reaction that takes bones and produces a weapon made from the bone's material, sure. It'd be terrible, but you could.
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# ¿ Mar 31, 2014 14:31 |
Flesh Forge posted:I did something like this with falling rock traps (something like 300 in a 3x100 tunnel) and an interesting thing happened: I've heard something about really high falls on top of spear traps making the victims instantly legendary blockers or armor wearers, since the gained XP somehow scales with the astronomical amount of force inflicted. How heavy were those rocks?
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# ¿ Mar 31, 2014 23:54 |
DEVLOG TI- no actually it's just a Future of the Fortress session. There was a word about plants, though:quote:Q: Now that we have real world fruits, etc, what will happen to the other ones (aside from the underground crops) which were basically analogs to real world crops? Like will bloated tubers become potatoes or something?
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# ¿ Apr 1, 2014 02:30 |
quote:Quietust: Fortunately, this problem has a sort of a workaround - save the game, edit the raws to make blood boil at room temperature, load the game and unpause long enough for the blood to boil away, then save the game and change the raws back.
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# ¿ Apr 1, 2014 15:17 |
April fools. It's me. I'm the jokequote:Mission Status
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# ¿ Apr 2, 2014 01:35 |
Check it out, Toady posted the new plant raws! https://bay12games.com/dwarves/plant_crops.txt https://bay12games.com/dwarves/plant_garden.txt Dwarven popcorn: confirmed.
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# ¿ Apr 3, 2014 00:07 |
As long as he builds a framework that can accommodate the proper way things work, I don't care how wrong he gets his preliminary facts.
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# ¿ Apr 3, 2014 02:56 |
Yeah, that's what happened to gem and stone densities during the v34 dev cycle. That was a major undertaking with a lot of references, though. Just going "nuh-uh that's not right" isn't enough to convince him.
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# ¿ Apr 3, 2014 03:11 |
The stockpile mess is only because of jugs. They don't empty correctly into barrels or get stored according to contents, like buckets and barrels do. If you get rid of the royal jelly and set the reactions (pressing and brewing) to use barrels as containers instead, everything is hunky dory. Well, except for the mead being produced in small stacks. Unlike all custom reactions, the hardcoded brewing job ignores all container size constraints and can stuff 50 units of booze into a single 2 liter barrel. If the meadmaking reaction tries to put more than a dozen units of mead into a barrel, it just uselessly spills on the floor of the workshop.
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# ¿ Apr 3, 2014 04:59 |
Toady One posted:RL taxes are handled, and the tree raws are about ready to post. I just need to finish pomace/oil stuff and some shaping. Okay, I suppose!
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# ¿ Apr 5, 2014 23:46 |
RAWS ALL OVER YO FACE SKEET SKEET SKEETToady One posted:I'm still missing a few variables, and everything continues to be subject to change, but these trees seem mostly done. I also updated the other files.
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# ¿ Apr 7, 2014 00:09 |
Do they look like they're on the brink of death? If not, you shouldn't have to worry. It's not rare to have people waltzing around without a worry in the world while their old, treated wounds are oozing pus everywhere. I have no loving idea what infections do to a system, honestly.
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# ¿ Apr 7, 2014 17:29 |
The first two waves are hardcoded and always arrive no matter what. There's no known way to disable them, either.
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# ¿ Apr 9, 2014 15:14 |
No. I'd have to guess something is really hosed with your invaders.
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# ¿ Apr 10, 2014 03:19 |
What the hell kind of name is Devlog?Toady One posted:Ah, sorry about that, I was... delayed. Relatives and such. Messing around with info screens, the sort of agreement data I was displaying involved my returning a daughter to her father after a kidnap rescue. He was a scout hanging out at a hill dwarf tavern mound. The reunion might have been touching, but instead of the father running over and embracing the daughter, an unrelated drunk at the other side of the room shouted the daughter's name and then ran over and hugged me while the father and daughter stood in place crying tears of joy. It's fixed now.
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# ¿ Apr 13, 2014 01:53 |
Deon does good work. Before Masterwork came along, it was one of the most popular big mods for a reason.
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# ¿ Apr 14, 2014 22:17 |
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# ¿ Apr 15, 2014 13:56 |
Man it's easy to forget about DF when you have a new devlog I mean video card.Toady One posted:I did the things I wanted to do with intruder detection. Moving on to the vampire/god tweak I mentioned on the 19th, I ran into a new world gen crash, but it reproduces so hopefully that'll be cleaned up soon. What loving things.
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# ¿ Apr 16, 2014 01:11 |
The only reason I can think of is that someone else got elected into that role, but I don't think barons or the other "proper nobles" fall under that category.
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# ¿ Apr 17, 2014 20:31 |
There's going to be an actual hierarchy between site leaders starting next version, actually. gently caress if I know what it really means, though, aside from some token "Urist Grafolömon was elevated to the rank of Baron by his mother county" mention in history.
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# ¿ Apr 20, 2014 03:27 |
Yeah, most of his FotF replies are just him telling people what the new features aren't going to do.
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# ¿ Apr 20, 2014 03:49 |
Hey have you heard of this really cool masterwork add-on? its called "dwarf fortress" or somethingToady One posted:Fixed up all the crashes and other discovered vampy brokenness and did what I wanted to do with vampire rulers and pretend gods. That leaves a few of the options on the info screen to complete before we get to the bug pile. Thanks to all the birthday well-wishers... that was reasonably intense.
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# ¿ Apr 21, 2014 01:13 |
Just make the "extraction door" some stairs and a hatch in the ceiling of the killroom. Hatches cannot be smashed from below.
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# ¿ Apr 21, 2014 05:31 |
dfhack/liquids lets you force the "flowing stream" flag on any given tiles. Does it only work with water?
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# ¿ Apr 22, 2014 23:04 |
Loopoo posted:Any ETA on the next big update? It's what I'm waiting for before I get back into the game HONK HONK HONK HONK HONK Toady One posted:I finished the options I needed to handle on the information screens today. That leaves me with my "issues" text file to work through. That's the next and final step for this release -- getting it up to a state where it isn't an utter and fundamental degradation of the currently released version. There are crashes, optimizations that need doing, dwarves that seem to potter off without thinking in between certain jobs, and all manner of other trouble.
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# ¿ Apr 25, 2014 09:57 |
The best embarks are when everyone and everything in your fellowship (sans the wagon) starts out packed on a single tile on the tippy-top peak of the highest mountain on the map.
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# ¿ Apr 28, 2014 06:31 |
Meadows are completely alright. Just make a keep on the surface first.
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# ¿ Apr 28, 2014 09:10 |
dwarf dwarf dwarf dwarf dwarf dwarf devlogToady One posted:I've been through 20 or so issues so far -- much fewer than I anticipated, due to the various filming and audio recordings going on the last several days. It may be a while before we see something arise out of it, but it was fun, and there should be Scamps footage. In any case, animals talk to me less, talking to gods doesn't crash the game, there are fewer battle announcements from the underworld, you can't skip out of the load progress bars, vampire accusations work again, and that sort of thing.
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# ¿ Apr 29, 2014 04:10 |
DO YOU SEE DE DEVLOG-MAN // HOPPING OVER ON DE WHITE HOT SAND HERE HE COME WITH SOME FOR ME // FRESHLY TAKEN FROM DE DEVLOG TREE Toady One posted:Here is a Future of the Fortress reply. Various issues have also been completed... book reading crash, arena crash after you play a fort game, broken guide selection, broken creature occupancy flags after emotional breakdown, messed up tree lighting flags, dwarf mode conversations breaking all their jobs over time, etc.
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# ¿ May 1, 2014 02:57 |
I'm not going to touch that statement with a five-foot pole. MAYDAY REPORTquote:Mission Status quote:Fun with Numbers
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# ¿ May 2, 2014 05:51 |
An expected version never releases. It always comes by surprise. Stop looking.Toady One posted:The bug-fixing mission continued today. Fewer logs hanging in the air, though they can still get stuck in trees which is a little odd but maybe not a deal-breaker. Fixed a problem with the wait order for companions... fixed a problem with the "sensing" ability vs. stealth. Handled some mangled announcements for crushed joints. Got rid of residual grass that provided stealth bonuses after being trampled. Added some more control over where twig tiles appear on trees. Broken guide directions. Stopped prisoners from constantly agreeing to rescue each other. Also some crashes fixed, and so on.
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# ¿ May 3, 2014 11:08 |
I wonder if that has anything to do with the Russian translation project that the localization patcher was born from.
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# ¿ May 4, 2014 13:48 |
Oh hey look more news.Toady One posted:I managed to fix a bug whereby hydras would sever the same body part multiple times if they got a bunch of near-simultaneous strikes, handled broken mushroom cap ramps, another problem with god conversations... and then went back to aching and inability to think. Zach and I both got Norwalk'd or something eating at the same fine establishment and were completely out of it on Saturday. We can keep food down today but still have to recover our energy and general sense of well-being. Pretty sure I'll be almost 100% tomorrow, so that's good anyway.
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# ¿ May 5, 2014 10:04 |
Engravers get fixated on too few historical events. It's dull. I'd like to have a way to designate between "carve ancient History" "detail fortress events" and "just doodle something".
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# ¿ May 7, 2014 07:02 |
It doesn't look for anything in the inits and can't be toggled. You either have it or you don't. Also, the r3 version already has it built-in. If you're up to date, something has gone wrong.
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# ¿ May 9, 2014 18:17 |
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# ¿ May 11, 2024 11:38 |
ACHTUNG ARSEMANGLES, DEVLOG OFF THE PORT BOWToady One posted:Continuing along with issues. I went to go buy some fruit from an elven market, but there was nobody there, and when I fixed that, it started crashing, but eventually it all worked. I had what I thought was a small problem with world gen forts occasionally being placed too deeply in the mountains, but it ended up being a more subtle mess with how the mid-level mountain maps are generated, so I had to add an extra check to read ahead how those maps would turn out... the mountain forts seem to all be placed in accessible places now. Fixed a problem where an adventurer would just start out in a random field instead of the castle in town. Fixed another one of those climb/jump pathing problems, this time with getting them to understand how to leap properly in certain situations while clinging to walls. There are still a few of those left potentially. Also cleaned up an issue causing residents to wander far away from their houses or into rooms they didn't intend to be in.
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# ¿ May 10, 2014 15:10 |