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Messages - Bydth

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1
DF General Discussion / Re: Future of the Fortress
« on: October 13, 2019, 06:18:20 pm »
Will the activities of a player fort influence its post-retire activities, such as a fort with a powerhouse glass industry continuing to export glass objects? Will forts that produced lots of high-quality weapons and armor give equipment level bonuses to armies/mercenary groups recruited/based in that fort?

2
DF General Discussion / Re: What Would Urist Do?
« on: October 13, 2019, 06:12:13 pm »
Possess a living dwarf to eat it.

WWUD if there was no spaghetti sauce?

3
DF General Discussion / Re: Stranger's Dwarven Science Thread
« on: October 13, 2019, 06:09:54 pm »
I can’t remember, but I had a lot of irreligious dorfs in my fort.

4
DF General Discussion / Re: Breaking the boundaries of an Arena
« on: October 13, 2019, 06:05:18 pm »
Just saw this, because of the new posts... Wow, it’s the DF answer to the far lands.

5
DF General Discussion / Re: What music do you listen to while you play?
« on: October 07, 2019, 09:08:07 pm »
The game music is great for short play sessions, but for the long haul I change over to
 “When The Morning Light Shines In” from Far Cry 5 for its sedate but animated melody: https://m.youtube.com/watch?v=hcGjc_bmjEM

For more energetic tunes:
“Inner animal” and “Miami disco” from Hotline Miami:
https://m.youtube.com/watch?v=a91ptz1W7gg
https://m.youtube.com/watch?v=xAM6mG6BWjw

And, as contractually obligated, Diggy Diggy Hole: https://m.youtube.com/watch?v=ytWz0qVvBZ0

6
DF General Discussion / Re: Stranger's Dwarven Science Thread
« on: October 07, 2019, 08:45:56 pm »
Okay, I checked my meeting area, and confirmed that the tavern had been put down last. I saw my own citizens telling stories (about my military re-re-re-forms), my mason was praying to Reg Healedvaults, and a couple of visitors were also praying to multiple gods. As far as I can tell, overlapping zones are valid.

7
DF Dwarf Mode Discussion / Re: How to get to know your dwarves better
« on: October 02, 2019, 10:46:54 am »
When it comes to naming, the way I do it is to give all my dorfs nicknames representative of their skills/jobs. Come every migration wave I look over the new arrivals (easy to see because of gaps in the unit list) and assign them labors and their own nicknames. So for example, my unit list looks like

“MINER” Urist Mcgobbledygook
“MINER” Urist Mcgobbledygook
“MEDIC” Urist Mcgobbledygook
“FURNACE” Urist Mcgobbledygook
“MECH/ARMOR” Urist Mcgobbledygook
“WEAPON/GLASS” Urist Mcgobbledygook
“HAUL” Urist Mcgobbledygook
         Urist Mcgobbledygook “new arrival”
“CONSCRIPT” Urist Mcgobbledygook
“HAUL” Urist Mcgobbledygook
“FARMER” Urist Mcgobbledygook
“PROCESS/HAUL” Urist Mcgobbledygook

And so on. Military dorfs get “<weapon>TRAIN” until they get to lord status, then “<weapon>LORD”
Ledgendary dorfs get their job/skill nicknamed, and “GOD” as a profession, so I know if the dwarf getting mauled is important or not.

“MASON/ARCHITECT” Urist Mcgobbledygook “GOD”

I do like keeping my dorfs happy and safe. I might regularly check some unhappy dorfs, or one military recruit to see their skills progress.  I randomly check on their activities: what are you hauling? What story are you telling? What are you drinking, out of what mug? How’s your sparring? I also regularly check random thoughts to gage happiness&relationships. But I only really do it as part of fort management: when I’m managing a hundred of the wee chaps, they tend to all blur together.

8
DF General Discussion / Re: Stranger's Dwarven Science Thread
« on: October 02, 2019, 09:52:20 am »
@Fleeting Frames

Interesting and slightly worrying. Until I get back to my computer, I can’t confirm anything, but I’m sure I designated the general temple first, then one for each indivual deity, each one over the entire area. I’ve seen multiple dwarves worshipping multiple gods, but I can’t remember if there’s a plain meeting area in there as well.  What I could do is set up some god-specific branch temples over in some disused out-of-the-way areas and see if anyone uses them instead of the closer stacked zones. Any more information would be appreciated, and I’ll update as soon as I can.

9
DF General Discussion / Re: Stranger's Dwarven Science Thread
« on: October 01, 2019, 07:16:42 am »
Looks good. Here’s something you could maybe test: the way I set up my tavern and temples is to designate them all on top of one other, (and to have a temple for each god) so that everyone is drinking and praying on the same little square patch. Maybe you could see if this has any cumulative effects, like friendship development or simultaneous mood boosts from multiple sources?

Also: just a little thing, but “within minutes” isn’t very exact, depending on your FPS. That could have been 3 DF days zooming along at 100 FPS or 1/2 day oozing along at 13. (my normal play speed)


10
DF General Discussion / Re: What Would Urist Do?
« on: September 26, 2019, 07:11:43 pm »
Ask Cremula to mod RAWs to make Cheese a valid material for masonry.


WWUD if this request was granted?

11
DF General Discussion / Re: What Would Urist Do?
« on: September 26, 2019, 10:45:13 am »
Cage trap all of them in retrofitted drowning chamber. Crossbreed with cave dragon.

WWUD if the miners found adamantine?

12
DF Dwarf Mode Discussion / Re: Face Palm moments you had in Dwarf Fortress
« on: September 14, 2019, 08:46:24 pm »
 Just starting out a new fort, looking around, getting the lay of the land, when I realize the fort has a metamorphic uppermost layer. “No” I say to myself. “Not another bloody no-sedimentary fort.” So I add [ore_iron] to diorite. The dorfs have finished digging, time for the first stockpile. Armor: yes, bars: yes, food: yes, weapons: yes. Refuse? Flashes back to previous fort. yes.
  Got iron smelting from diorite, making a set of iron armor. Some time later: Looks in stocks and sees X(-iron chestplate-)X. “Oh no! - somebody’s getting mauled!
Checks unit list. Nothing out of the ordinary, orders up second iron suit just to be safe. Checks back later: more rotten armor. “Well, this armor is useless now, I can’t even melt it, smelting ore is more efficient! I  could put down a refuse stockpile outside, or I can save everyone’s time and enable Refuse on the main stockpile.”

“Enable Refuse on main stockpile...” Checks settings.

Gnaws Keyboard

13
DF General Discussion / Re: Future of the Fortress
« on: August 28, 2019, 07:40:58 pm »
With the Improved Sieges subfeature, will the skills, attributes, and facets of histfig siege leaders affect the behavior of the invading forces?

Elaboration:
Spoiler (click to show/hide)

Also, while I’m here:
Spoiler (click to show/hide)

14
DF Modding / Re: Help:reaction to fill minecart with liquid
« on: August 11, 2019, 08:06:01 pm »
Many thanks. So that I could use it in my current fort, I took your reaction, grafted it frankenstein_style into the WAX_CRAFTS reaction, (already butchered from my coke-in coke-out axe-training experiment from before I figured out how to encourage sparring), took out the fuel input, and gave it a spin on a copied save. At first, the reaction refused to recognize any minecarts whatsoever, so I took out the [MAGMA_BUILD_SAFE] tag and used preexisting stockpile infrastructure with switched-up links to limit filling to my 16 nickel minecarts. When  filled up, the minecarts created no magma when dumped via track stop, so I replaced the "10" in your reaction with the "833" seen in legitimately filled carts, and then they dumped two levels of magma as Toady/Armok intended. Using two Craft workshops adjacent to the magma channels and mass forbidding to isolate the fill carts for assigning, I've got the system running like clockwork. I've got a magma forge (to train my armorer) a smelter (to melt his steel greaves) and a glass furnace (side project for my mooded weaponsmith), all through a human raid.

I'll also put the below reaction onto the wiki to save others grey hair and chewed-up keyboards. Thanks again for the help.

[REACTION:MAKE_WAX_CRAFTS]
   [NAME:make wax crafts] 
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_W]
   [REAGENT:minecart:1:TOOL:ITEM_TOOL_MINECART:NONE:NONE]
      [PRESERVE_REAGENT]
      [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
   [PRODUCT:100:833:LIQUID_MISC:NONE:INORGANIC:NONE]
      [PRODUCT_TO_CONTAINER:minecart]
      [PRODUCT_DIMENSION:150]
   [SKILL:SMELT]

15
DF Modding / Help:reaction to fill minecart with liquid
« on: August 10, 2019, 08:48:39 pm »
So I’m having trouble filling up mine carts with magma (keeps turning to obsidian[988] in the cart) and I was wondering how to make a reaction to fill a (magma-safe?) minecart with magma. I saw a cheat reaction on the wiki to fill a bucket with water, so I think it’s possible, but I know enough about modding to know that replacing every “WATER” with “MAGMA” and every “BUCKET” with “MINECART” will probably bring about a crash or worse. The end goal for this is a reaction that takes a non-economic boulder, a magma-safe minecart, ungodly amounts of fuel,(negated by a magma smelter, so this would only feasible after striking the magma sea) and spits out a minecart with 2 levels of magma. To do this by myself would entail constant trial-and-error with lots of world generating and test embarking, so I’ve decided to ask the bay12 hive mind for advice/suggestions. Any ideas?

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