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Messages - Extreme Boyheat

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1
Tilesets and Graphics / Re: [0.40.24v00] Phoebus' Graphic Set
« on: December 17, 2015, 06:01:03 pm »
Thankyou for being such a great pillar of the community, it'll be different without you and your work. I wish you all the best and hope things turn out well for you soon.

2
For example if I wanted a nice olive grove for easy oil.
Should I just chop down all other non-olive trees and leave the olive trees alive?
Should I collect all herbs to give more room for olive tree saplings to grow?
Is there a way I can influence where saplings grow or is it all entirely random, do the new saplings grow near existing trees?

3
DF Gameplay Questions / Re: My Bad Fortress Design
« on: June 16, 2015, 10:39:35 am »
All your farms look empty, did you set things to be planted for each season?

4
DF Dwarf Mode Discussion / Re: How do Dorfs roast their roasts?
« on: August 06, 2014, 04:23:50 am »
Dwarven laws of thermodynamics at their finest.

5
DF Dwarf Mode Discussion / Re: Dwarven radar worries--spoilery
« on: July 25, 2014, 05:24:05 am »
Not safe.

6
This truly is a labor of love. Ever since the release of .40 it's been like an early christmas with each path.

7
DF Gameplay Questions / Re: Getting rid of migrants?
« on: July 23, 2014, 10:17:09 pm »
Yeah the popcap is an option that many people use for various reasons.

8
DF Gameplay Questions / Re: Getting water in tundra
« on: July 22, 2014, 05:47:28 am »
Get to the magma and use it to thaw the ice, or cause a cave-in of ice and magically get water.

9
DF Dwarf Mode Discussion / Re: Rise of The Kobolds
« on: July 22, 2014, 05:35:31 am »
I'm heavily tempted to modify the Raws to make a Kobold Fortress.  And then go adventuring for the glory of said fortress.

But I'm afraid I dunno how.
I'm sure there's someone who has already done that over in the mods section.

10
Guess we just need to make our underground tree farms a little bit deeper. Should have done from the start so they have much more room to grow making it more efficient than a piddly 3z space.

11
DF Dwarf Mode Discussion / Re: strange mood not completing..sigh..
« on: July 20, 2014, 02:41:30 am »
Probably not enough bones to start with.

12
You just placed the cages, you should have placed cage traps, under T for trap.

13
DF Gameplay Questions / Re: Bee problems
« on: July 19, 2014, 07:32:44 pm »
Honeycombs are categorized as a tool. If you want to make a honeycomb-only stockpile, enable "tools" under finished goods and "wax" as the only acceptable material.

14
Yeah I'm going to wait until the fixed combat until I can call the undead hard to kill in fortress mode, in adventurer mode there's been no problem with them.

15
DF Dwarf Mode Discussion / Re: Military broken again?
« on: July 19, 2014, 01:16:31 am »
You can't actually give them more than one weapon.

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