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Topics - Felix the Cat

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1
DF Gameplay Questions / Getting a dwarf to eat in his burrow
« on: July 28, 2010, 10:38:10 pm »
I have a burrow set up for my legendary miner to concentrate on mining out economic rock (while training other miners elsewhere with a different burrow). Since he's mining quite a distance from my fortress, I set up everything he'll need to survive - a bed, a dining room with chair, and food and booze stockpiles specifically catered to his likes.

However, he doesn't want to eat in the burrow. When it's meal time, he'll go to his stockpile, grab a meal... and trek across the map to my fortress's main dining room, eat, then trek back. He won't eat in the dining room that's been assigned to him and that's inside his burrow.

How do I fix this situation?

2
DF Suggestions / Labor menu: Enable/disable whole categories
« on: July 25, 2010, 09:24:01 pm »
On the V->P->L labor menu, it would be cool if Shift-Enter would toggle an entire category of labors on and off.

I'm specifically looking for this for turning all hauling labors on or off at once, which is probably the only commonly-done thing where you enable/disable an entire category of labor.

3
DF Suggestions / Embark Location: Coordinates Input
« on: January 20, 2009, 07:10:55 pm »
Hey,

Just a quick thought for next version - something I think the community would benefit from that hopefully wouldn't take too much effort to add.

Currently we can share worlds by sharing worldgen seeds or the region files themselves. However, we can't effectively share embark locations to be inputted directly into DF - we have to share screenshots for that.

I think a way to directly input an embark location into DF would be cool - whether as an init file or a Site Finder condition. It would have the world map X/Y, local map X/Y, and embark location dimensions, so I could post a really cool site and someone else could copy-paste it in, press "e", and start a fortress in exactly the same place.

I've been wanting to start up a DF Embark Location Database, and this is the main obstacle to that project...

4
DF Bug Reports / [40a] Staircase designation/mining issue
« on: August 26, 2008, 11:15:49 pm »
I designated a vertical shaft of up/down staircases to be mined out at the end of a corridor. I was mining up, so the designation was something like

x
x
x
x
x
x===

My miner finished mining the corridor, mined the up/down staircase at the end of the corridor, then stopped mining. I checked and the tile immediately above was properly designated.

When I re-designated the tile by simply designating an up/down staircase on top of the already designated up-down staircase, the miner did properly mine the staircase, but then stopped again.

When I dug a tunnel to the top of the shaft and designated an up/down staircase at the top, the miner did properly mine out all of the designated tiles. So mining down isn't a problem, only mining up.

5
DF Suggestions / Blue Glass
« on: August 25, 2008, 02:29:47 am »
Another simple suggestion...

Sand + pearlash + cobaltite = blue glass. Cobalt salts were used as glass colorants and in blue pigments since pre-historic times (ingots of blue glass were found in the Uluburun shipwreck, dated to around 1300 BC).

6
DF General Discussion / Toady - DF's Music
« on: August 25, 2008, 01:59:29 am »
I remember reading that DF's music is by you, Toady.

Do you happen to have any other music in the same style laying around? I'd love to have some more. I have trouble sleeping, but for some reason DF's music helps me get to sleep easier. It's really soothing...

Thanks!

7
DF Bug Reports / [40a] Aggressive animal ignored
« on: August 24, 2008, 03:39:47 am »
In my current fortress, a giant bat decided to go on a rampage through my dining room/meeting hall.

Nobody seemed to care unless they were being actively targeted by the bat. The bat would be hacking away at a cow or a dog, and dwarves and animals would sit there or go about their business normally. The same happened when the bat decided to attack a dwarf. Other dwarves just a couple of squares away didn't seem to notice.

One hauler even walked over the bat while the bat was actively attacking a dwarf...

Even the military didn't seem to care. I immediately put my military on duty and brought them into the dining room... and they just sat there while the bat made dwarf and dog hamburgers. I set their squad setting to "Squad harasses dangerous wild animals"... and they still sat there. I stationed a squad right on top of the now-exhausted giant bat... and they moved up next to it, but still ignored it! The bat attacked one of the two squad members; the combat lasted a while, but the other squad member, despite being 2 tiles away, did nothing.

Then the dwarves threw a party in the carnage while the giant bat decided to wander around in the nobles' quarters. Unfortunately, no nobles were harmed.

(I finally got the bat to target one of my legendary+97891 miners temporarily drafted as heavy militia. Once the dwarf was being targeted he duly attacked the bat, as normal. His squad-mates still stood around and watched the combat from 2-3 tiles away rather than joining in, however...)

8
DF Dwarf Mode Discussion / Dwarven Commentary
« on: August 23, 2008, 01:06:10 am »
Have you ever had your dwarves "comment" on current events through their artifact names?

Mine are. It's pretty impressive/creepy...

I stumble into a chasm while mining. A couple of months later a bone carver goes fey and produces Umomrerras "Darkfissures" the turtle bone chain. I suppose he was pretty impressed by the chasm.

Next, there's a goblin ambush, and a couple dwarves are injured. My fort straddles the end of a mountain range, with badlands on one side and a desert on the other - so there's not much water to be had; a couple pools in the desert that are usually dry. There's no water to be had at this point in time, so the injured dwarves die of thirst. Next thing I know, a stone carver withdraws from society... and produces Fashbekom "Parchedsprings" the limonite crown.

And then comes the saga of the Elves. I'm pretty sure my dwarves are not too fond of the Elves. From their first caravan on, they were tough bargainers - I'd offer a quite fair deal and they'd demand thousands of dwarfbucks more worth of mugs. I guess their bargaining tactics are frowned upon in the local religion... because my mechanic is taken by a fey mood and creates Dasellelum Lanerasmel, "Heavenwarned the Sly Merchants". The next year, the Elven caravan comes, and a goblin ambush arrives on its tail, killing all the hippies. An engraver duly goes fey and makes Notlithidath, "Ruinedamused" - I suppose he found the rather ruinous Elven deaths rather amusing; I know I did! But wait, there's more... a bone carver has rather strong opinions on the Elven choice of lifestyle and the deaths of the merchants, withdraws from society, and brings forth Keshshakcagith Gethust Lemlor "Swelteredcry the Harshness of Fanciness" - presumably, they were rather harshly killed by the goblins, their cries were lost in the sweltering heat of the desert, and it was all brought about because the Elves are "fancy". Awesome!

9
DF Suggestions / Pedestals and Art Display
« on: August 21, 2008, 06:00:25 pm »
Just a little idea I got while trying to figure out what the heck to do with all of my artifact crowns, scepters, mugs, etc.

Pedestal
Buildable from: Carpenter's Shop, Mason's Shop, Forge
Labor: Carpentry/Masonry/Blacksmithing
Placed with: Furniture Hauling

A pedestal essentially operates as a "cage" for objects of art - which I'd define as anything you can get an artifact in that is not furniture, including crafts, armor, weapons, mechanisms, clothing, and perfect gems.

As you might have guessed... it would operate like a cage. Place it, stick something in it, and define a room from it to obtain a Gallery (or Art Gallery). Dwarves would congregate in the room and admire its contents, gaining happy thoughts from seeing objects they like, basically operating as a zoo but with items instead of animals.

Items in a Gallery would not be available for nobles to steal acquire.

It would at least make a way to use all of those artifact crafts and other excess items.

10
DF Dwarf Mode Discussion / Lazy Dwarves?
« on: July 13, 2008, 11:10:09 pm »
Has anyone noticed that some dwarves are noticeably lazy?

My two starting miners on my most recent fortress have both been set to mine constantly. Miner A seems to have mined when he wasn't sleeping or eating, and is now (mid-winter) a High Master Miner. Miner B seemed like he was "On Break" half the time, and is now a Great Miner.

Miner B's personality profile says that "he is occasionally given to procrastination" and "he feels strong urges and seeks short-term rewards". Perhaps he had a strong urge to procrastinate?

11
DF Gameplay Questions / Chest, Coffer, Bin...
« on: September 19, 2007, 12:22:00 pm »
I know what the gameplay differences between the three are.

However, what are the actual physical differences between a chest, a coffer, and a bin supposed to be? They're all large boxes with open space inside to put things in... what distinguishes between a chest and a bin? How would I tell the difference between a chest and a coffer? I guess the coffer could have lots of little compartments inside to separate different types money... but that's about it.

Just curious.


12
DF Gameplay Questions / Stockpile Woes
« on: September 17, 2007, 02:56:00 am »
I want to have a stockpile of ballista bolts next to my ballistas.

Unfortunately, this turns out to be more challenging than I thought.

I made a custom stockpile large enough to accommodate many bolts, and set it to accept siege ammunition. Nobody showed any interested in hauling any bolts to the stockpile.

Later, I created a furniture stockpile. My haulers proceeded to take the bolts to the general furniture stockpile.

I set the ballista bolt stockpile to take from the furniture stockpile. Still no bolts.

Is there something special I need to do?


13
DF Gameplay Questions / Human guild representative has gone berserk?
« on: September 12, 2007, 10:51:00 pm »
Hmm. A human guild representative arrived with a caravan. The first screen of the trade agreement sequence appeared when he met the Broker. No other screens ever showed up; I assumed it was because they were interrupted by one of the gremlins that has been popping up at random. I didn't really give it much thought, mostly because the screens weren't showing up on a separate (RL) day from when the representative arrived, so I forgot about the humans altogether.

Just now - maybe 1 month after the representative arrived - he went berserk, completely randomly. There had been a tower-cap blocking the exit, but I chopped it down some time before he went berserk (there was plenty to eat and drink anyways). The only other oddity was that the actual human caravan had been interrupted and scared away by a kobold attack; the guild representative and his bodyguards ran into the fortress and had been wandering around ever since.

Why would a guild representative go berserk?


14
DF Gameplay Questions / Any way to use owned food?
« on: September 09, 2007, 10:22:00 am »
There's a bug that creates "owned" food in rare situations when the "Eat" task is interrupted.

Is there any way to make this food be de-owned and used? I have about 50 starving dwarves due to an oversight that made me not be able to plant crops in the spring. However, one recent immigrant metalsmith seems to have taken ownership of some 40 plump helmets, just sitting in my food stockpile, which would allow me to feed the dwarves until the summer harvest comes in.


15
DF Gameplay Questions / What is a DF spear?
« on: September 04, 2007, 09:45:00 pm »
As the title says. What is a "spear" considered to be in Dwarf Fortress? Spear means a lot of things, anything from a 3 foot long thing designed for throwing to a 12 foot long thing used in the Greek phalanx to skewer anything in its path.

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