Latest experimental features

All this cool stuff almost makes be want to get back into Cata.

then get back in there and make a super car! or some such

Yes! Get back in there and put on some new fit-over sunglasses!

So anyone know what is the most stable experimental so far? 0.C seems to have a lot of new features that seem cool (infighting) but the experimentals seem to be really unstable. (because of infighting)

Just got the most recent experimental. After some travel, I found a farm. And as I came up to the front door, my foot nearly found a bear trap. Several of them, actually. So that’s nifty. It actually got me paranoid that I’d step into the farm and find an angry survivor.

Stat changes from mutations are in the JSON files now! Feel free to add your own stat mutations in mods now!

Also content freeze just went up, so that means we’re getting close to the next release!

What does content freeze mean?

I have a big change coming up. It changes the mechanics of all iuse functions that asked “what to do with your x?” - they’re now an array of use functions rather than one function that branches into other functions.

Can it get through or will I have to revive it after 0.C is out?

Content freeze is like, they won’t add more stuff and just erradicate all bugs, to make the release as clean as possible.

It means most code changes are on hold (excluding typo/string fixes), JSON changes are not. That said because the code is frozen you shouldn’t have any non-trivial conflicts showing up over time, meaning you can still finish your rework and PR it, it just won’t get merged until right after .C happens.

Personally I tend to look on the content freeze as a bit of a blessing for some of the bigger rework PR’s, because you don’t really need to put in any effort in staying updated with the mainline and can focus purely on whatever rework you are working on.

Not ready to loose my weekends again tho…

I already lose my weekends, just I have a dwarf fortress that’s going really well, I’ve almost domesticated voracious cave crawlers and buzzards. I’m trying to catch a female giant sparrow because I have five fucking males.

FTFY

http://youtu.be/zNFhTS2dRbE

Go over the past week’s changes with some bonus footage on how to find a pull request if you have questions on how something works!

FTFY[/quote]

Oh god yes, hahahah.

you lose your weekends to dwarf fortress? I used to but now I lose them to Space station 13. I can still remember this one revolution caused by a guy named Joesph Hitler…

Belatedly (Like… three or four days belatedly) this is the most wonderful birthday present I could ask for. \o/

I’ll probably pick up one of the experimentals once there’s been some more bugfixing, I’m pretty excited for all this!

That’s brilliant news, any ETA?

Usually we have a few weeks of fixes, with maybe a week of string freeze, but it all comes down to how fast we squish the remaining bugs really.

http://youtu.be/A8AsNe8jsI8

2/15-2/28 changes with a read-through of Kevin’s epic change list.

I may steal those sections for later videos :slight_smile:

If you’re compiling the game yourself, you can now get an experimental, unfinished z-level build by adding ZLEVELS=1 to the “make” line. It doesn’t do anything interesting yet.

Not sure if it’s a good place: my semi-old PR got skipped in the last “merge wave”, probably due to being buried under other PRs. I first sent it with [WiP] name, so I guess it wasn’t queued. Now I think it is ready for testing.

If the above PR gets in, modding multiple use items will not require touching source code at all. For example, toolbox could be easily changed to display a menu with “reinforce with tape” (from basic repair kit), “pull nails” (hammer), “saw metal” (hacksaw), all 4 knife-related functions and “saw logs to planks” (wood saw).