There really aren't any hard and fast rules. Basically I have everyone hauling everything unless they are pros at a specific job. Once I have a manager and can set rules for workshops I'll usually either assign a specific dwarf and turn off everything but that work for him, or if I have several good dwarves for the job I'll turn up the limit from dabbling to novice or whatever to make sure I don't have any losers monopolizing its use.
By the time you've got around 100 dwarves (I set my max to 120), I find it's good to have:
3 brewers, one full time and two with hauling jobs on to share custody of a second brewery
2 full time miners (the same ones I start with), occasionally a third
1 full time craftsdwarf making crafts or bone bolts
1 full time mason making doors and coffers and such
1 full time carpenter/woodcutter, the one I start with, alternating between jobs as needed
1 full time metalsmith and a couple furnace operators once I've got some ore
2 full time doctors
2 full time farmers
That's really about it, as far as turning off everything but one or two jobs. I don't need a full time leatherworker or gem cutter or clothier or cheese maker, usually. A lot of dwarves will temporarily give up hauling jobs and dedicate themselves to a needed task automatically, like soapmaking. There are sometimes a lot of idlers, especially the doctors, but you don't need to be fully employed at all times.
Oh and by the end I usually have a ton of engravers smoothing everything just to give them something to do, and eventually one of them will get in a mood and become legendary, at which point I can make them custom burrows around the fort for them and engrave masterpieces all over. Also the same people are masons for above-ground mass constructions.
I also try to have a mason and woodcrafting workshop with limits on skill so I can pick out a "dabbling" dwarf and make some beds and coffers for the masses. I don't want any legendary crap in the peasants rooms!!
EDIT: But then again, if you want to have 'fun', you can put your nobles into hovels and your peasants into palaces and watch the nobles tantrum. :rotate:
DisruptedCapitalist on
"Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
For the last few hours I've been putting together an expeditionary force to the depths of the Caverns below my fort. The Caverns fuck with my overall Fortress supersymmetry and because they're largely unexplored and I've got no clue what's down there, I've decided I can't be arsed with making any elaborate planning or designations. I've located a shaft and channeled out the top, and now I've got a vessel hanging over it containing the best and brightest minds the Fortress can muster. Sadly, these brave Dwarves may never return to the security of the Fortress, but there are myths of untold riches in the depths below so surely they could have no complaints abandoning their humble abode for an under-kingdom of treasure!
Zephiran on
Alright and in this next scene all the animals have AIDS.
I also try to have a mason and woodcrafting workshop with limits on skill so I can pick out a "dabbling" dwarf and make some beds and coffers for the masses. I don't want any legendary crap in the peasants rooms!!
EDIT: But then again, if you want to have 'fun', you can put your nobles into hovels and your peasants into palaces and watch the nobles tantrum. :rotate:
I try to give masterpiece beds and such to the masses, they admire them and have happy thoughts about it. I don't think nobles care if others have better beds than them, they only care about the overall room quality I believe. I could give them crap beds, crap armor stands, etc. but if the room is huge and smoothed and engraved they'll be fine.
I also try to have a mason and woodcrafting workshop with limits on skill so I can pick out a "dabbling" dwarf and make some beds and coffers for the masses. I don't want any legendary crap in the peasants rooms!!
EDIT: But then again, if you want to have 'fun', you can put your nobles into hovels and your peasants into palaces and watch the nobles tantrum. :rotate:
I try to give masterpiece beds and such to the masses, they admire them and have happy thoughts about it. I don't think nobles care if others have better beds than them, they only care about the overall room quality I believe. I could give them crap beds, crap armor stands, etc. but if the room is huge and smoothed and engraved they'll be fine.
Yeah, I'd reckon the easiest way to do it is just put whatever quality beds wherever, but designating huge areas as Dormitories for the dregs and then putting all of your effort towards providing the needy Nobledwarves with their smoothed and engraved stone rooms and a pretty statue or two in them. The masses might not be so happy about having to sleep in what is basically a slave pen, but I think it should normally balance out pretty nicely if you put some effort towards placing down a good communal dining room with lots of pretty bling.
Zephiran on
Alright and in this next scene all the animals have AIDS.
I'm still hoping he adds a specify material option for crafting. It doesn't seem like it would be too difficult, once you get a manager and can designate work orders you could have the option to designate '10 stone beds - obsidian' or whatever.
Cause it's a pain in da butt forbidding giant lists of stone.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
I'm still hoping he adds a specify material option for crafting. It doesn't seem like it would be too difficult, once you get a manager and can designate work orders you could have the option to designate '10 stone beds - obsidian' or whatever.
Cause it's a pain in da butt forbidding giant lists of stone.
I just make a custom stockpile with that one material right next to the workshop and don't order the stuff until people have moved a bunch of it there.
I'm still hoping he adds a specify material option for crafting. It doesn't seem like it would be too difficult, once you get a manager and can designate work orders you could have the option to designate '10 stone beds - obsidian' or whatever.
Cause it's a pain in da butt forbidding giant lists of stone.
I just make a custom stockpile with that one material right next to the workshop and don't order the stuff until people have moved a bunch of it there.
I tend to dump all crafting stone in a pile by the workshops, then forbid everything and only enable what I want used. I guess it isn't so bad but it would be an easy improvment I would think.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
I'd like the option to designate some zones as "Quarries", inside which all of the stone is preferred over other kinds of stone. Stockpiling stone can easily turn into a massive hauling spree that bogs down every other job in the fortress, so just being able to select a simple area and basically telling your Dwarves to "Get stone from here, disregard that rock next to the Forgotten Beasts in the Caverns" seems a lot more laid back and sensible to me.
Alright and in this next scene all the animals have AIDS.
Learning DF and I've already hit a hitch and I'm only 20 min into the damn tutorial.
Trying to designate what crops to grow - the tutorial I'm following says to use alt-arrow keys to move down the list of seeds to plant, yet nothing is moving the selection. What the F am I doing wrong? (besides trying to learn this game)
Edit- *sigh* so I watched a few more tutorials and figured it wasn't the damn arrow keys, but the + - buttons on the numpad...PLUMP HELMETS HERE WE COME BABY
I tried to get a friend into this today. He looked at the tutorials I save him and immediately gave up.
In other news, I just figured out that the stones tab of fortress overview tells you what can be made out various stones. This has saved me much time searching the wiki.
Also thanks for the labor preference tips guys. I've found I need some more woodcutting going on to keep an influx of charcoal and beds up. I have yet to find any lignite or coal.
I hate to muddy this forum with questions, but now the bedroom designation doesn't want to work. Instruction I recieved states alt+ down arrow expands bedroom designation selection, but of course it doesn't work.
I promise this will be the last one from me. Just trying to figure out why I've got 6 dwarves sitting around doing jack shit, while there is much to be done. Onely thing I haven't done according to a starter tutorial is make a bedroom.
You appear to be using a crappy tutorial? Nothing in the game uses ctrl or alt to my knowledge. Lots of stuff uses + - / * though. / and * typically act like page up and page down.
As for people standing around doing nothing...you need to have designated an area to dig out that they can reach, in other words it must be connected to the surface in some way.
You need workshops, and then you press q and move to the workshop to pick stuff that you want to happen at the workshop like making doors or tables, which get done once you've mined stone for the raw materials.
That's most of what you'll be doing in the opening minutes of the game.
From what I remember, selecting [d]esignate on the bed and then just changing the area with + and - is how it works. The same buttons you scroll through menus with.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
From what I remember, selecting [d]esignate on the bed and then just changing the area with + and - is how it works. The same buttons you scroll through menus with.
No, after the bed is built it's q and then move to it and push the appropriate button to "make bedroom," I think it's r, and then you can size it.
Designate is actually pretty rarely used outside of digging.
Don't worry about it, we can probably help you way better than a tutorial that appears to be wrong. If we are not asleep like I will be soon.
I think I really am - it's a youtube one, lots of hits but I'm losing faith fast.
I really do appreciate the help, I want to get into this game. I've barely scratched the surface and I'm hungry for more.
Thanks again, I'll try this out.
This tutorial is probably using some sort of laptop keybinding set. I think people tend to rebind alt-up and alt-down for things that normally use keypad + and - if their laptops have no keyboard. So substituting +/- for alt-up/alt-down should work for most of the stuff. Most likely the person forgot that they had changed their keybindings or forgot to mention it. At least that's my guess.
Don't worry about it, we can probably help you way better than a tutorial that appears to be wrong. If we are not asleep like I will be soon.
I think I really am - it's a youtube one, lots of hits but I'm losing faith fast.
I really do appreciate the help, I want to get into this game. I've barely scratched the surface and I'm hungry for more.
Thanks again, I'll try this out.
This tutorial is probably using some sort of laptop keybinding set. I think people tend to rebind alt-up and alt-down for things that normally use keypad + and - if their laptops have no keyboard. So substituting +/- for alt-up/alt-down should work for most of the stuff. Most likely the person forgot that they had changed their keybindings or forgot to mention it. At least that's my guess.
It sounds more like a tutorial for 28d, those used to be the keybindings for most menus until 2010 hit, I had the same issues when I first switched because I had a laptop without a numpad and I couldn't change menu options without using my function key.
Because if you're going to attempt to squeeze that big black monster into your slot you will need to be able to take at least 12 inches or else you're going to have a bad time...
Don't worry about it, we can probably help you way better than a tutorial that appears to be wrong. If we are not asleep like I will be soon.
I think I really am - it's a youtube one, lots of hits but I'm losing faith fast.
I really do appreciate the help, I want to get into this game. I've barely scratched the surface and I'm hungry for more.
Thanks again, I'll try this out.
This tutorial is probably using some sort of laptop keybinding set. I think people tend to rebind alt-up and alt-down for things that normally use keypad + and - if their laptops have no keyboard. So substituting +/- for alt-up/alt-down should work for most of the stuff. Most likely the person forgot that they had changed their keybindings or forgot to mention it. At least that's my guess.
It sounds more like a tutorial for 28d, those used to be the keybindings for most menus until 2010 hit, I had the same issues when I first switched because I had a laptop without a numpad and I couldn't change menu options without using my function key.
I still haven't changed my key bindings for my laptop.
I play on a laptop but I actually use an external numberpad.
My fortress just got obliterated by an ambush (because I'm a noob) and I'm starting a new one now. Does anybody have a set of parameters for world gen that they really like?
Don't worry about it, we can probably help you way better than a tutorial that appears to be wrong. If we are not asleep like I will be soon.
I think I really am - it's a youtube one, lots of hits but I'm losing faith fast.
I really do appreciate the help, I want to get into this game. I've barely scratched the surface and I'm hungry for more.
Thanks again, I'll try this out.
This tutorial is probably using some sort of laptop keybinding set. I think people tend to rebind alt-up and alt-down for things that normally use keypad + and - if their laptops have no keyboard. So substituting +/- for alt-up/alt-down should work for most of the stuff. Most likely the person forgot that they had changed their keybindings or forgot to mention it. At least that's my guess.
It sounds more like a tutorial for 28d, those used to be the keybindings for most menus until 2010 hit, I had the same issues when I first switched because I had a laptop without a numpad and I couldn't change menu options without using my function key.
I still haven't changed my key bindings for my laptop.
I play on a laptop but I actually use an external numberpad.
My fortress just got obliterated by an ambush (because I'm a noob) and I'm starting a new one now. Does anybody have a set of parameters for world gen that they really like?
I will usually go into world gen parameters and turn down mineral scarcity to 1000-1500, makes it easier to get metals, then for caverns i do:
cavern openess min: 100
cavern openess max: 100
cavern tunnel? min: 0
cavern tunnel max: 0
I know its not called that but whatever it is for passageways, this gives you large caverns that you can easily expand into and seem less random
Mon-Fri 8:30 PM CST - 11:30 PM CST
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Drake ChambersLay out my formal shorts.Registered Userregular
edited February 2012
DF Version 0.34.01 has been released.
(Toady One) Here's the release we've been working on for nearly eleven months. I've tried to collect the major changes below, but it won't be a complete list. I hope you enjoy the game!
New stuff
cities in adventure mode that have various buildings, dungeons, items, livestock, etc.
protect your community from secret vampire dwarves or hunt them as an adventurer
defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer
face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer
evil regions where the dead and pieces of the dead can come alive, with evil mists and rain
tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!
revamped justice/witness/death notification system in dwarf mode
immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one
dropped items/bodies tracked between plays in the wilderness anywhere in the world
more battlefield information tracked/war dead raisable in world gen
all sponsorship animals and their giant/man versions are in the game now
various new abilities for creatures (see file_changes.txt for list and syntax)
adventurers can use creature abilities/learned powers and they can be tested from the arena
new site travel map to make navigating towns easier
reading/swimming/observer (for traps) relevant in adv mode now
established historical figures can lead bandits
rivers block movement in adv mode travel
eating/drinking required in adv mode
ingested syndromes are now possible
ability to make campfire (from 'g') and warm items at campfire/fire/magma (from 'I') in adv mode
traps work in adv mode, once spotted they can be ignored
gems now have different cuts
necromancers can write books about various topics (all books are in their towers as it stands)
moon phase indicator in fort
alphanumeric world gen seeds and some more world gen params (see file_changes.txt)
the legends xml has a lot of new info for historical figures
Major bug fixes
buffer overload from aborted world gen fixed
fixed cave-in-on-embark issue with hidden underground structure, and a few others
Other bug fixes/tweaks
designations over z levels all at once now possible
unit screen divided into four sections
rivers/pools have ramps now
able to trade portions of stacks in both modes
messed with adv mode currency trading and made items teleport to you
tweaked how fire damage works
made vision work through floor grates and bars properly
fixed some road/bridge problems
crystal glass items possible again
tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)
skeletons/zombies replaced by animation effect
demons masquerading as gods will try a little harder
restricted mandates so they'll be more reasonable
stopped blank map from being exported when you back out of detailed map export
My favorite bizarre addition : "ingested syndromes are now possible".
I embarked on an evil mountain, a bad idea in hindsight because half the time its raining sinister goo that causes blisters on all my dwarvs and blindness. I'm pre-emptively constructing a large tomb network and I've already received a few migrants. I'm working furiously on setting up a large industry so I can start importing steel for my army.
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Drake ChambersLay out my formal shorts.Registered Userregular
god i love dwarf fortress, i can't even imagine where this game will be in 5 years, as stated by someone in the other thread, hover cars powered by plump helmets.
I just came off a fortress where I had to close in a Human Merchant Caravan to deny a Bronze Colossus access.
Within a few months, the Merchants themselves all went mad at the same time and those Berserking were quickly shot down by my resident militia.
The most awesome thing however, was how their pack animals became Depressed immediately and went about scattering random crap all about the fortress. I have no idea if this is related to the animals being closed in, or if it's because the Berserking Merchants punched them all in the snout.
Probably a bit of both.
The Human guards were surprisingly relaxed about the whole thing, and were allowed to move out as soon as the Bronze Colossus got distracted by a wave of migrants. I managed to wall most of the migrants in by turning them all into Masons however, and since one of them came with a pick I had them all tunnel into my fortress in the end. The two poor dumbasses who stayed outside got all kinds of fucked up. On the plus side, now the Bronze Colossus has got a Silk Sock in each hand, which seems to be doing wonders for inhibiting it's destructive potential.
Alright and in this next scene all the animals have AIDS.
god i love dwarf fortress, i can't even imagine where this game will be in 5 years, as stated by someone in the other thread, hover cars powered by plump helmets.
and beards.
"Simple, real stupidity beats artificial intelligence every time." -Mustrum Ridcully in Terry Pratchett's Hogfather p. 142 (HarperPrism 1996)
ugh i'm torn if i want to grab the new version and play without therapist or any of the other fun tools. Anyone play the newest version yet? How awesome are vampire dwarves?
New version is pretty epic, I forgot how water mechanics worked and flooded my hospital, 7 dwarfs lost but found a vampire! He is now permanently entombed in a watery grave.
<rintaro> Maybe "Coke" doesn't like postings about "Pepsi" on their website?
<--- Is not Moe
New version is pretty epic, I forgot how water mechanics worked and flooded my hospital, 7 dwarfs lost but found a vampire! He is now permanently entombed in a watery grave.
Dwarf Fortress takes seven Dwarves, and gives you a vampire in return!
Alright and in this next scene all the animals have AIDS.
Posts
I also try to have a mason and woodcrafting workshop with limits on skill so I can pick out a "dabbling" dwarf and make some beds and coffers for the masses. I don't want any legendary crap in the peasants rooms!!
EDIT: But then again, if you want to have 'fun', you can put your nobles into hovels and your peasants into palaces and watch the nobles tantrum. :rotate:
I got a little excited when I saw your ship.
I try to give masterpiece beds and such to the masses, they admire them and have happy thoughts about it. I don't think nobles care if others have better beds than them, they only care about the overall room quality I believe. I could give them crap beds, crap armor stands, etc. but if the room is huge and smoothed and engraved they'll be fine.
Yeah, I'd reckon the easiest way to do it is just put whatever quality beds wherever, but designating huge areas as Dormitories for the dregs and then putting all of your effort towards providing the needy Nobledwarves with their smoothed and engraved stone rooms and a pretty statue or two in them. The masses might not be so happy about having to sleep in what is basically a slave pen, but I think it should normally balance out pretty nicely if you put some effort towards placing down a good communal dining room with lots of pretty bling.
I got a little excited when I saw your ship.
Cause it's a pain in da butt forbidding giant lists of stone.
I just make a custom stockpile with that one material right next to the workshop and don't order the stuff until people have moved a bunch of it there.
I tend to dump all crafting stone in a pile by the workshops, then forbid everything and only enable what I want used. I guess it isn't so bad but it would be an easy improvment I would think.
I got a little excited when I saw your ship.
Trying to designate what crops to grow - the tutorial I'm following says to use alt-arrow keys to move down the list of seeds to plant, yet nothing is moving the selection. What the F am I doing wrong? (besides trying to learn this game)
Edit- *sigh* so I watched a few more tutorials and figured it wasn't the damn arrow keys, but the + - buttons on the numpad...PLUMP HELMETS HERE WE COME BABY
In other news, I just figured out that the stones tab of fortress overview tells you what can be made out various stones. This has saved me much time searching the wiki.
Also thanks for the labor preference tips guys. I've found I need some more woodcutting going on to keep an influx of charcoal and beds up. I have yet to find any lignite or coal.
I promise this will be the last one from me. Just trying to figure out why I've got 6 dwarves sitting around doing jack shit, while there is much to be done. Onely thing I haven't done according to a starter tutorial is make a bedroom.
You appear to be using a crappy tutorial? Nothing in the game uses ctrl or alt to my knowledge. Lots of stuff uses + - / * though. / and * typically act like page up and page down.
As for people standing around doing nothing...you need to have designated an area to dig out that they can reach, in other words it must be connected to the surface in some way.
You need workshops, and then you press q and move to the workshop to pick stuff that you want to happen at the workshop like making doors or tables, which get done once you've mined stone for the raw materials.
That's most of what you'll be doing in the opening minutes of the game.
Also:
Don't worry about it, we can probably help you way better than a tutorial that appears to be wrong. If we are not asleep like I will be soon.
No, after the bed is built it's q and then move to it and push the appropriate button to "make bedroom," I think it's r, and then you can size it.
Designate is actually pretty rarely used outside of digging.
I think I really am - it's a youtube one, lots of hits but I'm losing faith fast.
I really do appreciate the help, I want to get into this game. I've barely scratched the surface and I'm hungry for more.
Thanks again, I'll try this out.
And checking inventory confirms that the troll stole Medtob Gandakost pants.
This tutorial is probably using some sort of laptop keybinding set. I think people tend to rebind alt-up and alt-down for things that normally use keypad + and - if their laptops have no keyboard. So substituting +/- for alt-up/alt-down should work for most of the stuff. Most likely the person forgot that they had changed their keybindings or forgot to mention it. At least that's my guess.
It sounds more like a tutorial for 28d, those used to be the keybindings for most menus until 2010 hit, I had the same issues when I first switched because I had a laptop without a numpad and I couldn't change menu options without using my function key.
I play on a laptop but I actually use an external numberpad.
My fortress just got obliterated by an ambush (because I'm a noob) and I'm starting a new one now. Does anybody have a set of parameters for world gen that they really like?
I will usually go into world gen parameters and turn down mineral scarcity to 1000-1500, makes it easier to get metals, then for caverns i do:
cavern openess min: 100
cavern openess max: 100
cavern tunnel? min: 0
cavern tunnel max: 0
I know its not called that but whatever it is for passageways, this gives you large caverns that you can easily expand into and seem less random
New stuff
cities in adventure mode that have various buildings, dungeons, items, livestock, etc.
protect your community from secret vampire dwarves or hunt them as an adventurer
defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer
face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer
evil regions where the dead and pieces of the dead can come alive, with evil mists and rain
tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!
revamped justice/witness/death notification system in dwarf mode
immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one
dropped items/bodies tracked between plays in the wilderness anywhere in the world
more battlefield information tracked/war dead raisable in world gen
all sponsorship animals and their giant/man versions are in the game now
various new abilities for creatures (see file_changes.txt for list and syntax)
adventurers can use creature abilities/learned powers and they can be tested from the arena
new site travel map to make navigating towns easier
reading/swimming/observer (for traps) relevant in adv mode now
established historical figures can lead bandits
rivers block movement in adv mode travel
eating/drinking required in adv mode
ingested syndromes are now possible
ability to make campfire (from 'g') and warm items at campfire/fire/magma (from 'I') in adv mode
traps work in adv mode, once spotted they can be ignored
gems now have different cuts
necromancers can write books about various topics (all books are in their towers as it stands)
moon phase indicator in fort
alphanumeric world gen seeds and some more world gen params (see file_changes.txt)
the legends xml has a lot of new info for historical figures
Major bug fixes
buffer overload from aborted world gen fixed
fixed cave-in-on-embark issue with hidden underground structure, and a few others
Other bug fixes/tweaks
designations over z levels all at once now possible
unit screen divided into four sections
rivers/pools have ramps now
able to trade portions of stacks in both modes
messed with adv mode currency trading and made items teleport to you
tweaked how fire damage works
made vision work through floor grates and bars properly
fixed some road/bridge problems
crystal glass items possible again
tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)
skeletons/zombies replaced by animation effect
demons masquerading as gods will try a little harder
restricted mandates so they'll be more reasonable
stopped blank map from being exported when you back out of detailed map export
My favorite bizarre addition : "ingested syndromes are now possible".
PSN:Furlion
what is this I don't even...
What's confusing? This is a fix to the issue where demons masquerading as gods were lackadaisical about it. That always drove me nuts.
Within a few months, the Merchants themselves all went mad at the same time and those Berserking were quickly shot down by my resident militia.
The most awesome thing however, was how their pack animals became Depressed immediately and went about scattering random crap all about the fortress. I have no idea if this is related to the animals being closed in, or if it's because the Berserking Merchants punched them all in the snout.
Probably a bit of both.
The Human guards were surprisingly relaxed about the whole thing, and were allowed to move out as soon as the Bronze Colossus got distracted by a wave of migrants. I managed to wall most of the migrants in by turning them all into Masons however, and since one of them came with a pick I had them all tunnel into my fortress in the end. The two poor dumbasses who stayed outside got all kinds of fucked up. On the plus side, now the Bronze Colossus has got a Silk Sock in each hand, which seems to be doing wonders for inhibiting it's destructive potential.
I got a little excited when I saw your ship.
and beards.
I can't stand non-square tiles anymore, i thought i could handle it but no. no i cannot.
<--- Is not Moe
Dwarf Fortress takes seven Dwarves, and gives you a vampire in return!
I got a little excited when I saw your ship.
anyone grab the mayday version?