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Difference between revisions of "v0.34:Release information/0.34.08"

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(happy formating, as usual)
 
(Adding {{release notes}})
 
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New stuff
+
{{release notes}}
 +
<blockquote>Here is a hauling release.  I'm sure it has all kinds of interesting issues -- we're going to iron out problems for the next few releases without embarking on anything major in order to restabilize it.  The tile-wise physics causes some oddities on its own (items can't be given a meaningful sub-tile width, so they act a bit strangely if you look at the collisions closely).  Dwarves are also a bit enthusiastic with their new bin/barrel jobs -- when they grab a bin/barrel to load it up, it might have objects in it, and that might lead to conflicts/false shortages on occasion.  We'll have to continue playing around with it.  As far as I can tell, old saves load up fine and have usable minecart/wheelbarrows, so feel free to move your data/save folder over to the new version.  You'll notice your old save stone haulers moving slower -- get some wheelbarrows built at the carpenter's for your stone stockpiles to alleviate that problem.</blockquote>
 +
:::-- [[Main:Toady One|Toady One]], 14 May 2012
  
    Minecarts can be used to haul things around on carved/constructed tracks/bridges ('h'auling to set up routes)
+
== New stuff ==
    Dwarves can be set to guide, push off, or ride carts that are ready to move to the next stop
+
*Minecarts can be used to haul things around on carved/constructed tracks/bridges ({{k|h}}auling to set up routes)
    Track stops used to slow/stop cart and/or dump the contents on vehicle entry, can be disengaged with lever/plate
+
*Dwarves can be set to guide, push off, or ride carts that are ready to move to the next stop
    Pressure plates can be triggered by carts
+
*Track stops used to slow/stop cart and/or dump the contents on vehicle entry, can be disengaged with lever/plate
    Rollers can be used to push cart along when powered
+
*Pressure plates can be triggered by carts
    Minecarts limited to one per tile in general, various collisions can occur
+
*Rollers can be used to push cart along when powered
    Wheelbarrows can be linked to stockpiles in order to move heavy objects (it'll auto-request one for stone stockpiles)
+
*Minecarts limited to one per tile in general, various collisions can occur
    Falling objects can collide with critters
+
*Wheelbarrows can be linked to stockpiles in order to move heavy objects (it'll auto-request one for stone stockpiles)
    Camera can be attached to unit or item, can be linked to hotkeys from the unit/item screens
+
*Falling objects can collide with critters
 +
*Camera can be attached to unit or item, can be linked to hotkeys from the unit/item screens
  
 
+
==Other bug fixes/tweaks==
Other bug fixes/tweaks
+
*Stockpiles can be linked to workshops, can be set to give to multiple piles, can be set to accept items from links only
 
+
*Hauling jobs will often be combined, using one container
    Stockpiles can be linked to workshops, can be set to give to multiple piles, can be set to accept items from links only
+
*Heavy items harder to haul
    Hauling jobs will often be combined, using one container
+
*Densities/colors updated, based on Uristocrat's data collection thread
    Heavy items harder to haul
+
*Can filter creature names in arena
    Densities/colors updated, based on Uristocrat's data collection thread
+
*Mine drop rates tweaked, no longer skill-based
    Can filter creature names in arena
+
*Puzzleboxes/drum makeable
    Mine drop rates tweaked, no longer skill-based
+
*Stopped blinking on bridges
    Puzzleboxes/drum makeable
+
*Projectiles using new code (most non-shot/thrown projectiles) can skip/skid on liquid/ground
    Stopped blinking on bridges
+
*All flying units use new minecart parabolic flight paths
    Projectiles using new code (most non-shot/thrown projectiles) can skip/skid on liquid/ground
+
*Many projectiles do not resolve in adventure mode before your turn (so you can dodge a flying cart by moving away)
    All flying units use new minecart parabolic flight paths
+
*Can create/assign to squads from {{k|v}}-{{k|p}}
    Many projectiles do not resolve in adventure mode before your turn (so you can dodge a flying cart by moving away)
+
*Squads can be given nicknames from {{k|v}}-{{k|p}} or the military screen
    Can create/assign to squads from v-p
+
*Fixed broken clay stockpile option
    Squads can be given nicknames from v-p or the military screen
 
    Fixed broken clay stockpile option
 

Latest revision as of 23:18, 3 March 2014

Here is a hauling release. I'm sure it has all kinds of interesting issues -- we're going to iron out problems for the next few releases without embarking on anything major in order to restabilize it. The tile-wise physics causes some oddities on its own (items can't be given a meaningful sub-tile width, so they act a bit strangely if you look at the collisions closely). Dwarves are also a bit enthusiastic with their new bin/barrel jobs -- when they grab a bin/barrel to load it up, it might have objects in it, and that might lead to conflicts/false shortages on occasion. We'll have to continue playing around with it. As far as I can tell, old saves load up fine and have usable minecart/wheelbarrows, so feel free to move your data/save folder over to the new version. You'll notice your old save stone haulers moving slower -- get some wheelbarrows built at the carpenter's for your stone stockpiles to alleviate that problem.

-- Toady One, 14 May 2012

New stuff[edit]

  • Minecarts can be used to haul things around on carved/constructed tracks/bridges (hauling to set up routes)
  • Dwarves can be set to guide, push off, or ride carts that are ready to move to the next stop
  • Track stops used to slow/stop cart and/or dump the contents on vehicle entry, can be disengaged with lever/plate
  • Pressure plates can be triggered by carts
  • Rollers can be used to push cart along when powered
  • Minecarts limited to one per tile in general, various collisions can occur
  • Wheelbarrows can be linked to stockpiles in order to move heavy objects (it'll auto-request one for stone stockpiles)
  • Falling objects can collide with critters
  • Camera can be attached to unit or item, can be linked to hotkeys from the unit/item screens

Other bug fixes/tweaks[edit]

  • Stockpiles can be linked to workshops, can be set to give to multiple piles, can be set to accept items from links only
  • Hauling jobs will often be combined, using one container
  • Heavy items harder to haul
  • Densities/colors updated, based on Uristocrat's data collection thread
  • Can filter creature names in arena
  • Mine drop rates tweaked, no longer skill-based
  • Puzzleboxes/drum makeable
  • Stopped blinking on bridges
  • Projectiles using new code (most non-shot/thrown projectiles) can skip/skid on liquid/ground
  • All flying units use new minecart parabolic flight paths
  • Many projectiles do not resolve in adventure mode before your turn (so you can dodge a flying cart by moving away)
  • Can create/assign to squads from v-p
  • Squads can be given nicknames from v-p or the military screen
  • Fixed broken clay stockpile option