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Messages - tmrt

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1
Quote
I'm not sure what you're asking.

Original poster simply suggested to implement a furniture creation system somewhat similar to Dungeon Keeper 2. I, however, think that Dwarf Fortress' current one doesn't really need to be fixed.

2
DF Gameplay Questions / Re: A question regarding Platinum
« on: March 28, 2012, 03:22:44 am »
You also will have to remember that creating large amounts of expensive trade goods has a side effect of luring massive ambushes and sieges right to your fortress.

3
DF Gameplay Questions / Re: Wet Biome vs. Dry Biome in Split Biomes
« on: March 28, 2012, 03:13:51 am »
I am assuming that you are talking about the [WET] tag in the raw files of several plants, particularly sun berries. The tag has nothing to do with actual biomes and serves merely to indicate that nodes of this plant are eligible to spawn within five tiles of an open water tile.

4
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r8 (current)
« on: November 12, 2011, 07:44:47 am »
i want to report a bug.

i had the 'reveal map' on to reveal all layers of the land, and i used the 'die' command to suddenly end the program, and now i cant unreveal the map at all, even when i reveal then unreveal it its stuck like this for my fortress

is there a way to get around this?

Position your in-game cursor within your fortress and use "revflood" command.

5
DF Dwarf Mode Discussion / Re: So has Iron become absurdly rare?
« on: November 12, 2011, 07:41:46 am »
I kid you not, I once dug one level under where my wagon was and hit a vein of about 500 magnetite.

Technically it was a cluster.

6
DF Gameplay Questions / Re: Immortal goblin
« on: November 12, 2011, 07:39:55 am »
Currently shield are immensely powerful, as they are able to negate nearly all attacks, including things like dragonfire. Since goblins are able to gain experience in fortress mode, your one should be a legendary shield user by now. If you'll set him free, he will head for the map edge, but it is still very likely that he will crush several dwarven skulls with a shield in a feat of self-defence before escaping.

7
crystal glass products are impossible to make without cheating, period

Especially since the crystal glass problem is easily fixable.

8
DF Dwarf Mode Discussion / Re: Is it considered cheating?
« on: November 10, 2011, 02:12:17 pm »
Apart from this discussion, OP needs to learn how to use dwarf therapist/burrows to make his broker do the stuff he want him to do.


Except that under a lot of definitions Dwarf Therapist would be considered cheating.... ;)

Since Dwarf Therapist does not allow user to gain an unfair or unintended advantage it would be fairly stupid to label it a cheat, for its only purpose is to streamline the game's interface and make a player spend more time actually playing the game instead of scrolling through the unit list.

9
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: November 07, 2011, 12:44:20 pm »
Can the eerie glowing pit tiles from DF2010 be used for permanent magma-safe item disposal purposes?

10
DF General Discussion / Re: Is Toady adding too much?
« on: November 07, 2011, 12:29:56 pm »
The wait between 40d and DF2010 was long as well. The result definitely was worth it and I expect something similar to happen yet again.

11
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r8 (current)
« on: November 07, 2011, 07:42:38 am »
First off, great work. :)

Second, does anyone else have a problem with reveal? It works fine until the third cavern layer and below, where I get big, partly overlapping rectangles that stay unrevealed.

This is an intentional feature. Everything related to fun stuff is left intact and in order to reveal the entire map you should use "reveal hell",

12
DF Dwarf Mode Discussion / Re: self cleaning well room
« on: November 06, 2011, 04:25:59 pm »
Ace_Warbringer, following topic which addresses well area cleaning issues may be a worthwhile read for you.

13
DF Gameplay Questions / Re: World without Plump Helmets?
« on: November 06, 2011, 10:00:37 am »
Well, I built my farm plot and set it for Plump Helmet. Then I realised I had no plump helmet spawn, or any plump helmets. Initially I assumed that I'd somehow stupidly removed them from the embark screen.

When the dwarven caravan arrived there was no plump helmet spawn, dwarven wine or plump helmets.

I tried to request some from my liason, but there was no plump helmet spawn listed under Seeds. Also, there was no dwarven wine under Drinks.

Does this mean there is no plump helmet at all?

It's just the dwarven civilization you chose which is deprived of plump helmets. You'll still be able to salvage some from the caverns.

14
DF Dwarf Mode Discussion / Re: Happy Fun Stuff, the next update.
« on: November 03, 2011, 12:30:08 am »
Enemies' ability to dig is on the list of planned features. And when this happens, overseers will just have to change their mindset and act like dungeon keepers - dig the network of security tunnels and schedule the militia to patrol them. It is also extremely likely that Toady will add some sort of reinforced unbreachable walls when burrowing is implemented or that enemy digging abilities will be limited.

15
The thing is, I have disabled those items in my general stockpile. Food is disabled entirely, but I still get "plant barrels" that are filled with harvested plants and seeds.

I guess one direct question I have is this: For furniture, if you enable the "types" category and toggle "barrels" and "Large Pots/Food Storage" off, does that mean that no barrels or pots of any kind - empty or otherwise - should be allowed in the stockpile? And if you do disable a certain type of furniture, like Large Pots, but allow a material, such as marble, what happens to a Large Marble Pot? Is it tossed about because its a pot (not allowed), or included because it's marble (allowed)?

Material filters are applied after stockpile item type restrictions, thus in your case large marble pots will be disallowed.

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