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Messages - worldspawn

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1
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: September 27, 2016, 09:53:08 pm »
Yes the unusual variant where the cavern Z levels blend together. The crazier the better.
This has a 99Z height single cavern.  You can remove seeds and embark in a similar location to see other results.
Spoiler: stretched caverns (click to show/hide)

Oooh awesome yes this looks good. Thanks for this :)

2
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: September 23, 2016, 04:38:08 pm »
Sorry if it's been posted before and I missed it, but does anyone have a seed and location for the current version that's good for a cavern fort? The Moria kind where lots of needlessly elaborate bridges and staircases need to be built over chasms etc. Not just shallow pools. I want to build a fort into natural terrain that isn't on the surface for once.
A typical cavern is 6 Z-levels.  You can have 1, 2 or 3 caverns.  Do you mean 3 Caverns each 6 Z-levels high?  Or something more rare/unusual?
Yes the unusual variant where the cavern Z levels blend together. The crazier the better.

3
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: September 23, 2016, 10:18:59 am »
Sorry if it's been posted before and I missed it, but does anyone have a seed and location for the current version that's good for a cavern fort? The Moria kind where lots of needlessly elaborate bridges and staircases need to be built over chasms etc. Not just shallow pools. I want to build a fort into natural terrain that isn't on the surface for once.

4
It probably ignited the cage before it was caught and then it just burned away.

5
DF Dwarf Mode Discussion / Re: Gelding...without animal sorting?
« on: November 22, 2014, 09:24:55 pm »
As long as it works on elves I'm happy.

6
On a related note, half-dirt half-stone complexes drive me insane. I have to floor over all the dirt so it looks like the smooth stone, and carve out all the dirt walls so they look like smooth stone. But then half the fort has this weird dirt frame from the revealed walls behind the constructions, so I have to carve out all the walls. Nothing gets done until then.

Lately I've been going to great depths to avoid this.

You have no idea how relieving it is to learn that I'm not the only one immensely bothered by this. I even change the color of different stone layers in the RAW's to match the rest of the area if I cross into a differently colored layer, to make the entire fortress uniform.

I haven't tried it yet and it would be a bit cheaty but wouldn't dfhacks "revforget" command fix this? I will test this later when I get home to see if the command paths through constructed walls or not.

7
DF General Discussion / Re: How can I get good FPS again?
« on: September 27, 2014, 01:14:25 pm »
I think the new trees or the stuff they drop is hurting more than it should. When I embark on deserts my FPS is still in the 80's when there's no siege/caravan and I have 120 dwarves. When I embark on woodlands biomes I always notice the FPS tanking a lot faster.

8
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: September 19, 2014, 06:30:08 pm »
Oh I'm aware of their mutually exclusive nature, it's why I've been searching for so long :) I'm trying to gen one now that has that and am ditching the need for magma tubes at the moment. Just dry, steep, and full of gold.
Ok, this is an "artificial" world made with the advanced worldgen painter, but it works.  At the very least, you know it's possible to find what you want.  If you'd rather not such an "artificial" world, let me know, and I'll re-do it.
There are three towers, but unfortunately, they're -just- too far away for this particular embark.  You may be able to find a suitable embark nearby that meets your requirements and includes a/the tower(s).
Spoiler: worldspawn1 (click to show/hide)
Also note there are three civs from which you can embark, which may or may not affect whether or not you get a monarch assigned in the first year.

Ah thanks, haven't messed around with the artificials too much. I'll see what I can do with it :)

9
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: September 19, 2014, 05:17:53 pm »
Oh I'm aware of their mutually exclusive nature, it's why I've been searching for so long :) I'm trying to gen one now that has that and am ditching the need for magma tubes at the moment. Just dry, steep, and full of gold.

10
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: September 19, 2014, 01:33:04 pm »
worldspawn, when you say 'cliffs' do you mean a sheer vertical face, or a 1:1 rise:run (with ramps) slope, that is, a steep hill?

Both are fine since I can take a 1:1 and make it sheer with my miners. The sharper the gradient the better though.

11
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: September 19, 2014, 12:26:11 pm »
I've been trying to gen a world with the following and keep coming close, but in the end all embark sites I find are missing one of the following. Has anyone generated a world with these?

-Huge cliff on one side of embark and desert/badlands on the other. No trees, will accept vegetation but prefer none
-Goblins and either humans or elves as neighbors (preferably all)
-Kaolinite
-Native gold
-Marble
-Magma tube/volcano

I'm on a particular OCD fad where I want to eventually purge my fort of all foreign goods and have everything be masterwork with the best material. ie. kaolinite pots instead of stone etc. That and I want to carve a very large and elaborate entrance into the cliff, the usual 3 tile wide 1z high entrances on a hill have gotten old. I prefer a magma tube over a volcano because having magma right on the surface is too easy.

Iron would be great too but isn't needed since in the end I can use goblinite. Platinum and silver are nice too, I can decorate my giant solid gold megaprojects with it.

12
DF Dwarf Mode Discussion / Re: Moments that scared you
« on: September 08, 2014, 11:01:50 pm »
A werebadger showed up and tore up all my livestock while I had everyone scrambling inside to my Panic! burrow. I thought everyone had made it in but this was early in my fort and I had no way to close the fort to invaders up yet. It stormed down my stairwell into the main room where everyone had gathered and i was expecting a massacre. Then it turned into a surprised human right at the bottom of the steps. However, there was one woodcutter dwarf who was slow making it inside and was apparently was behind him the whole time without knowing. As soon as he came down the steps without breaking his stride he just whacked the human in the chest with his axe and killed him instantly, then kept walking to the booze stockpile with the corpse slumped against the wall.

At no point would that dwarf have even known he was a werebadger so from his perspective he just killed a random naked man in the hall.

13
DF Dwarf Mode Discussion / Re: Ambush! (First summer....?)
« on: August 21, 2014, 10:25:51 am »
I recently did a reclaim of a world generated fort and got a goblin siege the very first season. Didn't even have doors up yet so naturally it ended in tears quite rapidly. Didn't even get migrantss.

14
That wheel wont work. The author even states that in order to get it to "work" the third law of motion has to be broken.

I'll need to read it again because I remember it saying how no laws would be broken.

Sorry, it is I that needs to read it again. It was about other "inventions" that the author states the law of motion would need to be broken. That's not to say that this crazy wheel will work any better though.

Check out page 8 if you haven't since that shows the full schematic. It may not make much sense without reading the rest though.

15
That wheel wont work. The author even states that in order to get it to "work" the third law of motion has to be broken.

I'll need to read it again because I remember it saying how no laws would be broken. It just "seemed" as though the 3rd one was being broken from a first glance and then once the operation was broken down it shows that no laws are being broken. I also read the book on Bessler's wheel so perpetual or not he was at least onto something that could be utilized but got buried.

Also based on how it functions it's not technically "perpetual" motion but it's perpetual in the sense that it doesn't need to consume fuel to operate.

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