Fuck Yeah, Dwarf Fortress!

murd3rjust1c3:

In my DF world, one of the most powerful goblin civs is lead by two goblin queens who are married to one another, and share the dream to “Rule the world”.

07/24/2014

Charlie Hall over at Polygon wrote an article on Dwarf Fortress focusing on world generation for which I was interviewed. 

The population cap should work for next time. Hospital zones should be less greedy and snatch up only the proper amount of objects (ag). I also cleaned up some problems with the projectile code to move them over to a slightly more acceptable place, though there are doubtless some issues. Fixing a rounding error screwed up a lot of the other analysis, so I still had to wing it for now. Thanks to Zivilin, Pirate Bob, UristDaVinci, Joben, Bertinator and many others that performed various experiments and so on.

Toady One - Bay 12 Games

ladygolem:

enforcing heterosexuality leads to epidemic of tfw no gf, dwarf fortress awarded goty in perpetuity

ladygolem:

enforcing heterosexuality leads to epidemic of tfw no gf, dwarf fortress awarded goty in perpetuity

robocorn:

Working on another Amxu flashback because I haven’t in a while and everybody’s asking me about trees.

robocorn:

Working on another Amxu flashback because I haven’t in a while and everybody’s asking me about trees.

07/23/2014

I started today thinking I’d do some of the binary patch bugs (that is, bugs that were already fixed in older versions by other people making small changes to the executable), and I ended up doing some other smaller issues as well as I wandered around the bug tracker. Here is a list of most of today’s haul. The bug tracker has more names — I generally just credit people that produced patches or other key code observations here. 

  • handled a few problems causing extra/erroneous long patrol thoughts (Quietust)
  • made master soldiers stop reverting back to corresponding regular soldier type
  • stopped clearing professions upon achieving master soldier type
  • fixed problem stopping underground fishing (UristDaVinci/Quietust)
  • fixed problem dividing out item milligrams in weapon velocities (UristDaVinci)
  • made children get full list of default labors upon growing up and respected any existing skills
  • stopped migrant historical children from receiving labors
  • made it possible to detect plantings too late in the season again (Quietust)
  • vermin can escape from non-artifact containers properly (Quietust)
  • caravans check weapon type properly for material selection (Quietust)
  • diplomats that wanted bodyguards should get them now (Quietust)
  • stopped aquarium check from turning off other vermin code (Quietust)
  • creature art value considered properly by civs now (Quietust)
  • can now melt metal chests (Quietust)
  • re-enabled elven diplomat
  • stopped hyper-obese digesting dwarves from constantly recalculating insulation/mass data (UristDaVinci)
  • fixed some problems causing certain jobs to check too many items (angavrilov/Quietust)
  • allowed egg-laying critters without baby/child state to have viable eggs
  • fixed some personality/description typos, and other typos (many collected by Gorobay)
  • fixed problem with squid skin coloration
  • gave crabs, horseshoe crabs, oysters and mussels blue blood
  • fixed various broken eyelash color/descriptions
  • added LARGE_ROAMING to desert tortoise and giant tortoise
  • fixed strawberry/proboscis/topaz plurals
  • perseverence->ance in entity values, elsewhere
  • removed lots of HOMEOTHERM tags
  • removed pet/petvalue from tigerpeople
  • used correct legless variation for king cobra people
  • added a missing CONNECTOR to generated lower spines, and PREVENTS_PARENT_COLLAPSE to generated upper spines
  • fixed duck/goose root around part category
  • fixed antlers for reindeer/moose/elk/deer, added them to elk bird
  • fixed ruler arrival announcement
  • fixed reversed stoat caste names
  • fixed reversed giant armadillo caste names
  • fixed typo in tapir description
  • fixed typo in dragon description

Toady One - Bay 12 Games

07/22/2014

Those hostile migrants that occasionally come should be taken care of, at least the forms of it I looked at. Ambushing critters should be a little more concerned about doing ambushy things. Those knife fights shouldn’t happen so much in the markets anymore. Night creatures that actually managed to get hostile could still get sensory overload and fail to attack, and that’s handled now. I gave a bit of climbing skill to invaders and more to thieves that got practice during world gen. Trees should be a bit more respectful of floors.

Toady One - Bay 12 Games

07/21/2014

Took a first stab at the calendar lag today. Starting with a 200-year medium world running a 23 second dwarf mode two-week calendar and a 2 minute adventure mode two-week calendar (adv mode runs some extra information since the initial army/etc. positioning is important), I managed to get it down to 10 seconds and 11 seconds respectively by doing some normal optimizations and cleaning up some path-finding mistakes. There are many more things that can be done, and hopefully all of it can be done without weakening the simulation. The faster calendar affects regular fort mode speed to some degree, and also things like sleep being slow in adventure mode. The faster calendar is also good because it starts to open the door for optionally longer wait periods and other stuff like that. More bug fixes tomorrow, probably.

Toady One - Bay 12 Games

Lazy Newb Pack Update: 0.40.04
Download link is HERE and the forum thread is HERE.
Released: Dwarf Fortress 0.40.04

Download Links: Windows, LinuxMac 

07/20/2014

This is mainly another crash-fix release, though I was able to handle some other problems as well. I’m still hoping to get to optimizations (for the third time in these release notes!), but as usual that depends on stability. As you’ll note below, a few of the older bugs are gone — as we continue in this process, I’ll work fixes for old bugs into the mix. 

Major bug fixes 

  • Fixed a crash with pathing for jumps
  • Fixed a crash related to invading squads attempting to train
  • Fixed an overpopulation bug for civilized critters and a related one for site animals
  • Fixed problem with retired fort uniform settings crashing later visits to the fort
  • Stopped a crash associated to misplaced books/slabs (root cause remains, added some logs)
  • Fixed position appointment issue that caused some instability
  • Tried to make idle code somewhat better about climbing while still getting dwarves out from being stuck
  • People with a weapon should use it with the proper frequency now


Other bug fixes/tweaks 

  • Fixed problem with animal training/taming vs. lingering combat data (caused job cancel spam and inability to complete jobs)
  • Stopped nearby objects from being teleported by construction removal and a related problem with the item loop (ag/Quietust)
  • Made site finder properly indicate flux layers (Quietust)
  • Made game better respect existing directory structure in data/save when creating new directories
  • Made tops of walls appear properly when trees above walls are removed
  • Made strangulation take less time
  • Enhanced sapling survivability
  • Fixed a problem that caused vermin to occasionally be generated out of the loaded area
  • Fixed a problem that corrupted the information about items on the ground with temperature changes
  • Fixed some brokenness with climbing AI vs. ledge tops
  • Fixed a broken instance of chasing opponent AI vs unwalkable spaces
  • Made climbing have a higher path cost
  • Made people less likely to climb after a failure
  • Babies don’t start strapped with a knife

Toady One - Bay 12 Games