Author Topic: Dwarf Fortress - In other news, 0.40.13 is now released.  (Read 30274 times)

Guys, I'm making a fortress for an adventurer mode succession game, but the migrant parties just stay at the edge of the map, even though I have meeting areas set up!

A speedy reply would be helpful, as I've only got until thursday.

People said that DFhack can fix migrants, but I have yet to find out how to even work it with the starter pack.

None of them are traders, they don't have the grey "X" on them, and I've been assigning them labors, but they don't appear on my units screen, but 3 (Now 2 for some reason) of the migrants appeared in Dwarf Therapist, but still refuse to do anything that would get them to my fortress.

I'm using 34.11, and there's about 35 other fortresses in the world, it is possible that they came from another fortress.
« Last Edit: August 26, 2014, 05:50:22 PM by Rigel »

You people are useless.

Do they have a valid path to your fortress?

Do they have a valid path to your fortress?
Yes, and I fixed it a while ago, with a DFhack command called "tweak fixmigrant"

Also,


Warthog boomerangs.


You may want to make a post about that.

They're at 40.12 now, might want to add that to OP

I think there's going to be ALOT of updates to this version before it's stable, I'm still staying in 34.11 because of all the problems in 40.xx

Also, a small sob story for the story section

On my first ever semi-successful fortress, my first militia commander got both of his legs lopped off by a giant tick, and I didn't notice until it was too late.

While he was stuck in a field with no legs, hungry and thirsty, his cat surrounded him with vermin remains. Eventually, when his cat was bringing him a new kill, he went berserk and stabbed the cat in the face, killing it instantly.

Then his wife, a potash maker that I interred into the militia because I had no need of potash came over and stabbed HIM in the face, killing him instantly.

A season later, his wife is still sobbing on everyone's shoulder, and finally goes stark raving mad.

She takes off all her clothes and runs wild into the caverns, only to be gored by a troll that killed 3 other dwarves.
I guess no one went on a tantrum because she never really talked to anyone else.

The end.
« Last Edit: September 12, 2014, 07:52:05 PM by Rigel »

i'm a lazy son of a bitch that keeps forgetting to update things
« Last Edit: October 12, 2014, 02:47:42 PM by AutoBahn »

Yeah, there's a blasphemous mod where you can play as a bunch of elves, a mod where everything is based on advanced dark magic and necromancy, and that thing where all the raws are deleted and new ones made by the community are placed in.

Oh god, on my recent fortress, someone made a gold ring that's worth over 70k in value during a strange mood.

I'm gonna be raped by a siege, I don't even have a proper military, let alone weapons and armor for one!

Edit: I made some bronze swords and silver hammers in time for an ettin's arrival, and promptly hacked it to pieces, but not before it went "Macho Man Randy Savage" on a fisherdwarf and broke all of his limbs, and threw a ranger over 8 blocks into a tree.
« Last Edit: September 14, 2014, 12:39:40 AM by Rigel »

Fourth siege vanquished, but at the mighty cost of 30 dwarves, most of them being my military.

halp

Oh and autobahn stop being so lazy and update OP, it's 40.13 now

I wish I could get into dwarf fortress, I tried a while ago but now with all these vampires and stuff my fortress gets forgeted over in ways I never knew even existed. I encountered a forgotten beast made OF loving STEEL WHAT IN THE forget

I wish I could get into dwarf fortress, I tried a while ago but now with all these vampires and stuff my fortress gets forgeted over in ways I never knew even existed. I encountered a forgotten beast made OF loving STEEL WHAT IN THE forget
That is the absolute worst of luck.

My condolences to you, friend.

Although, you could use a bit more detective work to discover who the vampire is, like their thoughts, and how frequently they go on breaks if they're not lazy or gregarious. Maybe your engravers could depict the vampire killing people in your fortress, amusingly.

The gods have been helpful and this topic hasn't become too old.

In other news, 0.40.13.
Quote from: Toady One
Download (Click refresh on your browser if it doesn't show up)

This release fixes some more bugs, old and new.

Major bug fixes
   (*) Fixed item storage crash related to minecart being destroyed
   (*) Stopped dwarves from trying to clean their own missing or internal body parts
   (*) Cleared old activities properly so they aren't considered by dwarves for too long

Other bug fixes/tweaks
   (*) Decreased frequency of conversation-skill-building dwarf chats
   (*) Reworked grazing formula, used fractional exponent to scale properly according to size
   (*) Made grazing tile selection less top-left biased and made it prefer non-creature'd tiles with denser grass
   (*) Made butcher jobs for corpses not in piles respect z coordinate of building (Quietust)
   (*) Handled some issues with subterranean areas being removed through trees
   (*) Made workshop profile skill checks ignore skill rust
   (*) Fixed problem with siege operator skill check (Quietust)
   (*) Stopped a lever linking job from being added if it is already in progress
   (*) Stopped fort dwarves from throwing their clothes off into a pile during unretire after being visited by adventurer
   (*) Stopped fort animals from getting clothing during unretire after being visited by adventurer
   (*) Stopped animals with kills from getting trinkets from corpses
   (*) Stopped animals from growing attached to and bestowing names on items in their possession
   (*) Stopped embark screen from setting neighbors with regular sites that happen to have zombies (due to another bug)
   (*) Made "place item in tomb" job governed by burial instead of item hauling labor
   (*) Made outside refuse order respect inside/outside instead of above ground/subterranean
   (*) Stopped inside above ground corpses/corpse pieces from being destroyed periodically
   (*) Stopped evaporation of inside above ground water from depending on the weather
   (*) Stopped water items on the ground from being cleanable -- they evaporate instead
   (*) Made water spatter evaporate properly over time
   (*) Sped up extrasensory detection
   (*) Sped up tracking of food consumption
   (*) Re-enabled effects of cave adaptation

-joel's stream is down now-
« Last Edit: October 19, 2014, 09:30:59 PM by AutoBahn »

Deadly dust is just the worst, it gets EVERYWHERE and kills ANYTHING unclothed.