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Messages - EvilBob22

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1
DF Dwarf Mode Discussion / Re: Dwarf Sex
« on: May 12, 2015, 07:58:05 pm »
Not true.  Someone else's rigorous experimentation in IRC proved that his 'light' barracks was not fighting cave adaptation at all.  If it's not outside, it doesn't work.
My understanding is that "light" stops the worsening of cave adaptation, while "outside" reverses it (in DF 2014).

DF 2012 (and earlier) is (are) a different story, "light" was enough to reverse cave adaptation back then.

2
DF Dwarf Mode Discussion / Re: Bay12 Census/Survey -- on board tour
« on: May 12, 2015, 07:38:03 pm »
I never saw the 2014 one before -- possibly because I normally stay in the Dorf-mode board.  But, I'm in this one!

3
...or low boots and greaves...

4
Your instructions say to change the jobs to 104, but the screenshot shows "105 (DRUNK)".  I assume the 104 is a typo.

5
DF Dwarf Mode Discussion / Re: Figuring out if a dwarf is a werebeast
« on: November 21, 2014, 11:42:07 am »
It's a pretty low chance in my experience.  Also, full moons come once a month, so they are pretty fast in real life time -- you probably passed two or three of them before your guys died  :P

6
DF Dwarf Mode Discussion / Re: Can sphalerite be used to make weapons?
« on: November 06, 2014, 03:35:51 pm »
I find that the best, and most common, ore is goblinite.

7
DF Dwarf Mode Discussion / Re: Building a well
« on: November 06, 2014, 01:15:52 pm »
Yes, this is normal as the "outside" state is triggered by excavation and is not set back to "inside" when you roof over it again. You can just wall in a portion of above ground, outside land, put a stone roof on top and farm above ground plants...
Slight correction: underground tiles start as "inside/dark/subterranean" and when you excavate, they become "outside/light/above ground".  Putting a roof over them changes them to "inside/light/above ground", with above ground crops (if there is soil) and any water there freezing in cold temperatures.  So, it is either the "light" or the "above ground" that does it.

8
DF Dwarf Mode Discussion / Re: Sooo my dwarves won't bury a dead horse.
« on: November 05, 2014, 06:23:02 pm »
Ahh, the Mac might be an issue for DFHack, I use a PC, so I don't really keep up with that.

Check your stuff not getting dumped to see if it is still owned by someone.  There is a known issue with dwarves dropping their current socks -- still owned by them -- when they go for new ones or change into a military uniform.  No one will touch the owned socks, even if they are marked for dumping.  ("Cleanowned" removes the ownership status for objects, the "scattered" option does it for anything on the floor and not in a stockpile.)

9
DF Dwarf Mode Discussion / Re: Trivial findings
« on: November 05, 2014, 06:03:54 pm »
You can channel on brooks and the brook tile will disappear. The tile will then become like a normal river.

So if you want to build a well but you have a brook, just channel on it XD
Building a construction (wall, upstairs, etc.) on a brook, and then removing the construction, will leave behind a natural floor (i.e. mud/grass).

10
DF Dwarf Mode Discussion / Re: Sooo my dwarves won't bury a dead horse.
« on: November 05, 2014, 05:55:33 pm »
Have you tried "cleanowned scattered" in DFHack to get rid of your undumpable items?

11
DF Dwarf Mode Discussion / Re: Cabinet or coffer?
« on: October 30, 2014, 04:59:00 pm »
Amen!

12
DF Dwarf Mode Discussion / Re: Trees
« on: October 29, 2014, 05:43:21 pm »
That's why they have pointed ears, they act as radar receivers for the pulses from the various types of wood.

13
DF Dwarf Mode Discussion / Re: Trees
« on: October 29, 2014, 05:21:48 pm »
(As an aside: Do the elves care if I cut down the mushroom trees, down below? Or do they only care about the above ground arborial conditions?)
They did before, I assume they still do in .40.x versions.

14
DF Dwarf Mode Discussion / Re: What to do with all that zinc?
« on: October 22, 2014, 04:13:42 pm »
Use it to make floor bars so you can have drains all over your fortress, otherwise the first flood you experience will likely be the last...

You could also use it to make an above-ground minecart track to boost efficiency (for things like hauling wood or building a minecart-based defense system), which is usually not a good idea because it requires loads of metal, but if you've got it just lying around...
Umm, you don't need any metal to make an above ground minecart track.  Stone tracks (carved or constructed) work just fine.

15
Are the strands in bins that might be being carried around?

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