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Topics - Ockad

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1
DF Gameplay Questions / Carnivores please answer.
« on: November 01, 2011, 02:48:13 pm »
Hi. I admit that my dwarves are vegetarians, and only eat plants. An issue has arisen though.
Whenever a tame horse or whatever dies, it leaves a corpse, right?

Now, my question is, how can I extract the meat from the corpse?


Thank you.

2
DF Dwarf Mode Discussion / What do you do first after embarking?
« on: October 28, 2010, 04:21:04 pm »
I am curious what other people are doing first.
Don't hesitate to write down more steps.

I myself, first begin with digging the entrance of my fortress.

3
Hey guys what's up. How's Urist doing?

Anyways, I have this major problem.
A lot of kobold thieves are coming in and out the only entrance. Now, I placed lots of cage traps, but it doesn't give them a damn.

What is the best problem to stop this?
- I still need to have my entrance open for the traders

Screen:

4
DF Modding / Dwarf Mustard [0.31.16][v0.07][Upd.29/10]
« on: October 22, 2010, 07:07:40 pm »

What is Dwarf Mustard then? --
Dwarf Mustard is a modification that expands the vanilla Dwarf Fortress with more content.
To my opinion, Dwarf Fortress should be richer in content, so that the fun may never, ever run out.
I want to keep it clean, and varied though. You'll still be playing as Dwarves, and you'll still be encountered by anything else you've been encountered by in the past.
More toys, more instruments, more weapons, more metals, more trees, more bugs, birds and other moving creatures!
Basically, it is an ongoing process. With frequent updates!

How to install is supplied with the download, as well as how to uninstall!

Next update(v0.08): Aquatic creatures: Seamonkeys, Crayfish, Hammerhead sharks, Trilobites.

Features --
  • Items:
    - 5 new weapons:
    Spoiler (click to show/hide)
    - 2 new armors:
    Spoiler (click to show/hide)
    - 2 new shoe types:
    Spoiler (click to show/hide)
    - 1 new glove type:
    Spoiler (click to show/hide)
    - 4 new head-wear:
    Spoiler (click to show/hide)
    - 4 new shields:
    Spoiler (click to show/hide)
    - 1 new ammo type:
    Spoiler (click to show/hide)
    - 6 new toys:
    Spoiler (click to show/hide)
    - 4 new instruments:
    Spoiler (click to show/hide)
    - 3 new food types:
    Spoiler (click to show/hide)
    - 1 new beverage:
    Spoiler (click to show/hide)
  • Geo:
    - 1 new metal:
    Spoiler (click to show/hide)
    - 1 new flux layer:
    Spoiler (click to show/hide)
    - 1 new mineral:
    Spoiler (click to show/hide)
    - 1 new gem:
    Spoiler (click to show/hide)
  • Fauna:
    - 3 new animals:
    Spoiler (click to show/hide)
    Updated!- 6 new mythological beings:
    Spoiler (click to show/hide)
  • Flora:
    - 5 new trees:
    Spoiler (click to show/hide)
    Updated!- 4 new plants:
    Spoiler (click to show/hide)
    - 2 new vegetables:
    Spoiler (click to show/hide)
    Updated!- 3 new dyes:
    Spoiler (click to show/hide)

Changelog --
Spoiler (click to show/hide)
Credits--
Thanks to Kiktamo for a few of his contributions, and thank you Quietust for 'saving' Dwarf Mustard!

5
Since I never had this before, here comes my question:

It seems that a elf is amongst MY dorfs. I do not know if it is from the elven caravan, but it roams around my map, and even in the levels of my fortress Quakesieged.
He even seems to be a herbalist.

So, is this usual, that a elf roams your fortress, or is it only because he accompanied the elfish trade caravan?
And can I just remove his unwanted presence?

If so, I will feed him to my Jaguar called TippleNit.

Shameful EDIT: He seems to be a diplomat, constantly following my expedition leader, whom is not amused.
                               I will, spare his life for now.

Thank you, probrem sorved.

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