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Messages - Nesoo

Pages: [1] 2 3 ... 45
1
DF Bug Reports / Re: [BUGS] 0.31.01 bugs
« on: April 01, 2010, 08:54:19 pm »
On the same save, while I'm able to change my keyboard settings, they change back to defaults every time I exit and then re-enter the program.

EDIT: Also, I don't think the game is save my keybindings on exit.

Not sure if either of you knew this already, but on previous versions you need to press a key to save the settings. On the older version that I'm using, it says "s - Export to txt", so you need to press s to save the changes.

2
DF General Discussion / Re: Accidental Sculptures
« on: May 19, 2009, 09:48:25 pm »
Aww, I was going to start a pareidolia thread :P

Anyway, this is a completely natural formation. I had just chipped out 2, maybe 3, tiles that were sticking out from the top of the "arch" in the upper right (and, obviously, had begun tunneling in there).




3
DF Gameplay Questions / Re: Internal or External
« on: May 19, 2009, 09:38:26 pm »
Rather than redraw the diagram, I'll just link to one I've done before as an idea for what internal doors could be used for.

4
Sunstone and Moonstone are already in the vanilla game :)

Though, the mod does look interesting. I might have to try it one of these days (I'm too busy working on a couple of forts right now to start yet another).

5
DF Dwarf Mode Discussion / Re: "What the hell is Shuri doing?"
« on: May 17, 2009, 10:44:06 pm »
Judging from the "river" that's been carved out, I'm guessing that you're recreating a 2D style map :)

Looking at it again though, those look like they might just be the scars of channels that had been mined from above to drain the pools before the map was cleared down to the same level as the bottom of the pools. It's hard to tell.

Not sure what the blocks are for though... building up a proper cliff face? Or just something to do with the stone after carving down an entire mountain?

I also see loads of bins, presumably for crafts or such.

I have no idea what those stockpiles on the right are, ammo?

I think those are metal bars, which would explain why they're mixed in with blocks: it's a bar/block stockpile by default.

Which means that all those bins are likely to be blocks also. :o

There appears to be vast stockpiles of stone blocks, that much I can figure out; up in the upper left there's something that looks like a wood stockpile, but I can't figure out what's in the stockpile directly below that one.

The yellow-brown land in the middle, I think that's a desert, but I haven't a clue what the white squares on the sides are.

If you're talking about the leftwards upper-left stockpile, I think those are barrels; most likely food and booze. The one below that is probably bags. If this is a desert, I would guess that they're filled with sand.

I thought the white tiles on the side looked like unmined stone tiles, but there are objects (such as beds and dwarves) that are "embedded" in it. Maybe smoothed stone floors?

6
DF Suggestions / Re: Item/Water/Magma runs off ramps
« on: May 13, 2009, 05:06:05 pm »
Ahh, Draco18s beat me to it. Yes, ramps have directions; just try to use one in adventure mode.

I think that what ramps should do is give more weight to the "downhill" side(s) of the tile when water is pathing through it.

For an example, consider this:

Code: [Select]
█████
,.▲`.
.'..`

Any water entering that ramp tile, from any direction, should be most likely to exit the tile by heading S, SE, or SW (since those are the directions from which you'd have to enter the tile to use it), though going E or W wouldn't be impossible; just much less likely.

Code: [Select]
███,.
.`▲.`
.,'.'

This should mostly send water SE and S.

Going with the OP's example:

Code: [Select]
███████
▲▲▲▲▲▲▲
.'`..,
▲▲▲▲▲▲▲
███████

Water coming in from either the top wall or bottom wall would (more or less) be funneled towards the center lane.

Add in the idea that ramps are "filled" 4/7 and water will (mostly) naturally head down the lane instead of spreading around on the ramps (for the most part). Alternately, channel out the center lane for roughly the same effect.

7
Just a plain shirt with this on it:

☼cotton shirt☼

Or whatever material it's made out of.

8
DF Gameplay Questions / Re: "displayed" wealth?
« on: May 13, 2009, 01:49:10 pm »
Looking around my relatively small test fort and adding values, it looks like it might be buildings (using {t} to look at the materials making up a building; they have a {b} next to them). I counted up to 1318☼ in my fort, and it says 1518☼ for Displayed, but I may have missed something or miscounted. 18☼ came from seeds in my farms; 2 3x3 plots are filled with 9 seeds each, with a value of 1☼ each.

Yep, I just placed a door worth 30☼ and the status changed to show 1548☼ for Displayed.

(Edit: This count was including beds in my barracks, so Furniture might either be unplaced furniture, or all furniture period. In the latter case, placed furniture would be counted twice: once for Furniture, and once for Displayed.)

(Edit2: Planted seeds are confirmed. My Displayed count dropped by 1☼ when a plant was harvested and one of the squares in one of my farms was empty. Also, I have confirmed furniture counts as Furniture whether built or not, and yes, it counts twice. I made an orthoclase cabinet that was worth 10☼. This sent my Furniture score from 2035☼ to 2045☼. Then I built the cabinet. My Furniture score did not change, but my Displayed score went from 1547☼ to 1557☼.)

9
DF Suggestions / Re: New menus / menu additions
« on: May 13, 2009, 12:41:45 pm »
I had posted something similar to your first suggestion many, many moons ago. Apparently underline didn't exist on the old forum, since that part should read "{u}nit screen..." and not "nit screen...". And apparently I never found time to mock up some screenshots...

Anyway, I guess that could be one way to implement what you're suggesting. Any comments on that one should probably stay in this thread, though; no reason to go reviving a year-and-a-half old thread by responding to it.

Gender could probably just be put in a column before the name; all you need are the male and female symbols, after all, and putting it after the name would cause all sorts of headaches when you get to people with titles or long profession names, etc.

10
DF Suggestions / Re: Homemade weapons
« on: May 08, 2009, 03:22:45 am »

11
The uninstall button is shift+delete ;)

Shift+delete? Why the shift?

the shift deletes a file permanently, instead of sending it to the recycle bin.

Ahh, I see. Thanks.

12
The uninstall button is shift+delete ;)

Shift+delete? Why the shift?

13
DF Gameplay Questions / Re: Giant Eagles?
« on: May 06, 2009, 10:04:18 pm »
There is a chart on the wiki if you search "savage", I believe.

Specifically, here.

14
DF Gameplay Questions / Re: Amphibious Dwarves?
« on: May 06, 2009, 09:57:38 pm »
3/7; I recall reading that the only way to get dwarves to voluntarily enter a swimming pool and train swimming was to have "waves" of 3/7 and 4/7 water. Probably the easiest way to do that is make an area that's twice the size of the source that you're going to fill it with, as half the tiles will be 3/7 and half will be 4/7 (well, almost; depending on how it's filled, some 1/7 puddles could be left in the source, but close enough).

15
DF Gameplay Questions / Re: Draining lava, keeping the iron
« on: May 06, 2009, 09:49:43 pm »
Why not use wall grates to block off the drainage area? Though I think there are issues with pressure sometimes pushing items through grates, this would be the easiest way that I can think of. Multiple rows of grates might reduce that from happening. I think they can even be attached to levers so they can be opened, if you need them to.

Floodgates could be put in front of them to keep the lava in until you decide to drain it.

As an example:

Code: [Select]
█+++++███████   █ = Wall
█+++++X#+#+_█   + = Floor
█+++++X#+#+_█   X = Floodgate
█+++++X#+#+_█   # = Wall grate
█+++++X#+#+_█   _ = channel; optionally
█+++++X#+#+_█       cover with floor grate
█+++++███████

The entire section behind the floodgates could be wall grates; the multiple rows would also help protect the system from building destroys as they'd have to punch through several layers before the lava killed them to cause the item catchers to fail.

Quote
Speaking of which, can a support hold up a grate? Or not?

I haven't tested it, but I remember someone else asking once and I'm pretty sure the answer was no.

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