Fuck Yeah, Dwarf Fortress!
Fuck Yeah, Dwarf Fortress! turned 4 today!

Fuck Yeah, Dwarf Fortress! turned 4 today!

08/20/2014

Few more:

  • Stopped necromancer towers from doing various inappropriate townish things that lead to tower proliferation etc.
  • Stopped certain jobs from being able to teleport items and engage in other action-at-a-distance antics
  • Fixed a pathing lag associated to mood dwarves not being able to get to their buildings
  • Added stockpile option for cut stones
  • Removed double entry of “slabs” from stocks screen

Toady One - Bay 12 Games

08/19/2014

Stuff done today:

  • Fixed crash related to surgery
  • Fixed crash that happened when it considered certain units in play for succession
  • Adjusted projectile firing speed which became broken during wagon fix
  • Fixed some reclaim/unretire bugs involving unavailable seeds
  • Ordered farm plot plant lists by seed availability/name

08/18/2014

Spent some time not getting anywhere on a few crashes today, though I’ve narrowed one down to surgery. A few things were successfully closed:

  • Allowed flying/climbing wilderness critters to work their way off the map
  • Stopped a conversation crash from talking to mute creatures about their troubles

Toady One - Bay 12 Games

Released: DF 0.40.09 

Download Links: Windows, Linux,Mac 

08/17/2014

The cleaning continues with this release! 

Major bug fixes 

  • Fixed problem causing domestic underground animals to be placed beyond their number (and then replaced at that new number)
  • Made people not so eager to jump in on the side of their relatives and friends if the relative/friend is berserk/etc.
  • Made creatures prefer to flee normally if possible (rather than jumping off cliffs etc.)
  • Stopped liquid flows in confined spaces from sometimes making items disappear
  • Made items that froze in ice reappear properly when ice melts
  • Allowed dwarves interested in marriage to start relationships properly (Quietust)
  • Removed some vestigial code stopping wagons from moving properly after move/attack speed split
  • Fixed a wagon AI error that caused them to fail to unload sometimes
  • Gave wagons the ability to go past each other in certain instances
  • Made invaders not come back as ghosts
  • Stopped non-historical dwarves from coming back as ghosts (put in fix for old saves that should lay them to rest soon after unpause)
  • Stopped ghosts from being considered in regular sight code
  • Fixed the defend burrow order
  • Allowed items made from gem materials (including large gems) to be stored in finished goods pile
  • Fixed broken logic that made trade good hauling require both trade good hauling and lever operation labors


Other bug fixes/tweaks 

  • Fixed up quarry bush bag job vs. rock nuts
  • Added appropriate announcements for some additional circumstances under which a fort dwarf could assume a civ-level position
  • Added embark warning if civ is dead
  • Added optional confirmation window after preparing embark (default: pops up if points remain)
  • Printed job after name when following unit
  • Marked dwarves as “New Arrival” on unit/job screen instead of “No Job” while they are new
  • Added pole-setting parameters for world gen, allowed north+south pole and no-pole options
  • Fixed an error causing nearby site maps to be offloaded too often
  • Made hill dwarf sites put animals in pastures properly
  • Made animals not placed in pasture/waste/yard get placed even if their preferred type isn’t available
  • Fixed some manual typos (Gorobay)
  • Initialized strict pop cap to 220 if not present in d_init
  • Made alerts without names show properly as “Alert State #” in squad mode
  • Finished updating pineapple raws
  • Made several export filenames use the format (region)-YYYYY-MM-DD-(etc)
  • Added error for unrecognized CREATURE in entity raw

Toady One - Bay 12 Games

08/16/2014

Crayon-y day, but a few bugs as promised. We’ll probably release this tomorrow.

  • Made people not so eager to jump in on the side of their relatives and friends if the relative/friend is berserk/etc.
  • Fixed broken logic that made trade good hauling require both trade good hauling and lever operation labors
  • Made creatures prefer to flee normally if possible (rather than jumping off cliffs etc.)

08/15/2014

I decided to do some random suggestions today, just to get that started. Poles took a while, so it isn’t a long list. I’ll be back to bugs tomorrow.

  • Added optional confirmation window after preparing embark (default: pops up if points remain)
  • Printed job after name when following unit
  • Added pole-setting parameters for world gen, allowed north+south pole and no-pole options
  • Marked dwarves as “New Arrival” on unit/job screen instead of “No Job” while they are new
  • Made several export filenames use the format (region)-YYYYY-MM-DD-(etc)
  • Added error for unrecognized CREATURE in entity raw

Toady One - Bay 12 Games

08/14/2014

It was good to finish this flows-make-items-disappear bug that has been around forever. I remember failing to fix it years ago, but I’m pretty sure I got it this time. Thanks to Leonidas for noticing that it was much more common in narrow corridors.

  • Stopped liquid flows in confined spaces from sometimes making items disappear
  • Made items that froze in ice reappear properly when ice melts
  • Fixed a wagon AI error that caused them to fail to unload sometimes
  • Gave wagons the ability to go past each other in certain instances
  • Added appropriate announcements for some additional circumstances under which a fort dwarf could assume a civ-level position
  • Added embark warning if civ is dead

Toady One - Bay 12 Games

08/13/2014

More sleep, more stuff!

  • Removed some vestigial code stopping wagons from moving properly after move/attack speed split
  • Fixed up quarry bush bag job vs. rock nuts
  • Fixed the defend burrow order
  • Allowed dwarves interested in marriage to start relationships properly (Quietust)
  • Allowed items made from gem materials (including large gems) to be stored in finished goods pile
  • Made invaders not come back as ghosts
  • Stopped non-historical dwarves from coming back as ghosts (put in fix for old saves that should lay them to rest soon after unpause)
  • Stopped ghosts from being considered in regular sight code
  • Fixed some manual typos (Gorobay)
  • Initialized strict pop cap to 220 if not present in d_init
  • Made alerts without names show properly as “Alert State #” in squad mode
  • Finished updating pineapple raws

Toady One - Bay 12 Games

08/12/2014

Yesterday’s temperatures didn’t allow for sleep, so today was lackluster, but here are a few things I managed.

  • Fixed problem causing underground animals to be placed beyond their number (and then replaced at the higher number, and so on)
  • Fixed an error causing nearby site maps to be offloaded too often
  • Made hill dwarf sites put animals in pastures properly
  • Made animals not placed in pasture/waste/yard get placed even if their preferred type isn’t available

Toady One - Bay 2 Games

Released: DF 0.40.08

08/11/2014

(Toady One) A few new errors crept in. Hopefully they will creep out now. 

Major bug fixes 

  • Stopped ESC from ending the game when setting up fort or adventurer
  • Made constructions use materials properly again

For the version Below

Download Links: Windows, Linux, Mac 

08/10/2014

 Enjoy another set of bug fixes! 

Major bug fixes 

  • Fixed crash that involved promoting certain stops above their route
  • Removed some stale invasion data preventing further invasions
  • Stopped dwarves from breeding like animals, technically speaking
  • Made diplomats search for civ-level land-holders properly
  • Fixed some path buffering problems that could screw up neighbor list etc.
  • Fixed a few problems with undead AI
  • Stopped sleeping/incapacitated dwarves from doing things
  • Fixed problem with squad leader assignment in military screen
  • Made sparring people use their weapons properly
  • Made unretired forts unhide fully, flowing from surface and all units


Other bug fixes/tweaks 

  • Made masterpiece announcements wait for all item info to be decided before trying to print item name
  • Eliminated an OSX key conflict for text deletion
  • Made install colony jobs respect each other’s targets
  • Made install colony jobs react to missing hive at gather destination
  • Added another adjustment to designation jobs to help them vs. paths that became bad
  • Required animal hauling labor for various jobs
  • Added new labors for hauling trade goods, pulling levers, removing constructions and hauling water
  • Attached trap cleaning to clean labor
  • Made laborless building construct/destroy jobs take furniture hauling
  • Allowed burrows to restrict workshop item search or not (default off)
  • Added assigned citizen number to burrow list
  • Stopped paralyzed injured dwarves from spamming rest cancellation messages
  • Stopped some CPU-intensive temperature wobble (ag)
  • Cleaned up the creature pressure plate interface
  • Made paved roads only need as much material as required by the road tiles (rather than the whole rectangle)
  • Made translated name appear properly at the top of the screen when viewing creature
  • Stopped dwarves from liking special items
  • Fixed a problem with unnamed historical figure statue/figurine item names and descriptions
  • Fixed color display problem in civ list
  • Gave not-you civs range of 30 path-wise for neighbor status on embark (towers still 10)
  • Allowed use of number in burrow names without moving cursor
  • SDL string question mark should no longer enter as a pipe, and pipe should be enterable
  • Respected question mark entry in several places

08/09/2014

Quite a bit of time burned chasing a (hopefully rare) save corruption, with not much to show for it, but I managed some other changes:

  • Made unretired forts unhide fully, flowing from surface and all units
  • Required animal hauling labor for various jobs
  • Added new labors for hauling trade goods, pulling levers, removing constructions and hauling water
  • Made laborless building construct/destroy jobs take furniture hauling
  • Attached trap cleaning to clean labor
  • Added another adjustment to designation jobs to help them vs. paths that became bad

Toady One - Bay 12 Games