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Messages - billybobfred

Pages: [1] 2 3 ... 67
1
DF Suggestions / Manager job queue suggestions
« on: December 28, 2017, 09:45:16 am »
-Ability to check things other than items, such as buildings and units
-Ability to check more than one thing per condition
-Ability to compare things to other things, instead of a constant number

This would lead to such things as "if unclaimed coffins (item) + unclaimed coffins (building) < citizens without assigned tombs, build 3 stone coffins".

-Ability to reset conditional orders

If I set an order such as "if brewable plant > 10 and empty food storage container > 10, brew drinks from plants x10", and we somehow run out of brewable plants mid-job, the dwarfs start cancelspamming at me, and currently the only way to stop it is to delete the order. But an order like that is clearly meant to be perpetual, so I then need to re-create it. A single button to just reset it and have the dwarves stop until the conditions are true again would be better.

Actually, this particular example is most often caused by the condition checking items for a job that consumes stacks, so...

-Ability to compare to stacks of items instead of individual items

And lastly...

-Ability to customize or disable a job's announcements

If I go to a kitchen and set it to "make easy meal x∞", I don't want cancelspam when the dwarves run out of ingredients. If I set a job like "if chairs = 0, build chair x1", I don't want to be told "build chair x1 is complete" every time this happens. If a job is really important, I might want its completion to be a super visible announcement, like "HEY THAT THING IS DONE", or even a pop-up box.

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 27, 2017, 01:03:16 am »
A were-gila-monster got into my fort and infected and killed a bunch before my hastily-assembled "militia" put an end to it.

Except I didn't know about the 'infected' bit until they all turned a month later and killed the entire rest of my fort.

When all was said and done, I had a grand total of two living uninfected dwarves.

Luckily, migrants arrived shortly after I managed to seal up the remaining weres. (It's odd that they take orders from you in their dwarf shape, but eh.)

Now the last one is locked in a little 5x5 room with nothing but themself and a pile of corpses, flipping out once a month every month to do nothing.

I should probably tunnel in and kill it at some point, but I'm busy doing other things.

3
To: Urist McNewKing
Re: Mandates and demands

We just started this fort one year ago. This site does not have any bismuthinite, and our civilization sends no liaison on account of being dead -- which you should well know, seeing as its extinction is why you claimed the throne the moment we settled.

Bismuth bronze is not going to happen. Please. Ask for something else.

And quit whining about your insufficient accommodations! You've been a king for a single year! Work your way up!

4
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 03, 2017, 06:39:16 pm »
Quote
If you are unable to designate a tree to be cut down, check the higher levels. If an upper level of the tree is already designated for cutting, the "Ground-Floor" trunk will not also be designated, and the tree will not be cut down.

This behavior seems extremely suboptimal... but it explains why my woodcutters have been sitting around with their beards up their%%END OF POST%%

5
"Could not check for new releases due to network inaccessibility"

I'm like, 80% sure that this is just Windows 10 being paranoid about letting unknown apps have network access, but I don't recall off hand how to fix it.

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 26, 2017, 02:21:46 pm »
Two of my dwarfs are on fire and I don't know why.

Not that this seems to bother them any...?

7
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 26, 2017, 10:42:52 am »
Nope, just a few boulders of raw coal.

Lucky for me the dwarven caravan showed up and brought both axe and anvil.

8
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: November 26, 2017, 10:36:21 am »
Singular "they" has been accepted since at least Shakespeare's time, and it's weird that we're having a debate about it.

Here's a real debate topic for you: Is the reflexive form of singular they "themselves" or "themself"?


Anyway I came here to declare that I spent half a year yelling at Urist McWoodcutter for not chopping wood before realizing that I had no metal axes because the lazy embark profile I downloaded hasn't been updated since they fixed the bug that let training axes work for lumberjacking. Oops.

I tried to forge one, but the lazy embark profile also didn't come with an anvil. Oops x2 combo.

9
DF Suggestions / SHOW_FLOW_AMOUNTS should default to YES
« on: November 25, 2017, 02:38:59 pm »
Dorfs drowning in a sea of little blue 7s is sort of iconic of the game, and it's weird that even after all these years it's off by default.

10
Dear Mountain Home
In case you are somehow unaware, we have no water other then a few murky pools(most of which I've removed) and the cave water, which are terrible for a sustainable fishing industry, PLEASE STOP SENDING FISHERS
Annoyed,
Scourge the overseer
In a fort without rivers, "fisher" is just another word for "recruit".

11
DF Dwarf Mode Discussion / Re: getting rid of useless artifacts
« on: January 13, 2016, 02:10:30 am »
Install a "display case" mod and all artifacts can become Room Enhancers.

12
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: December 26, 2015, 03:21:15 pm »
No, that's just the STRICT cap, right under it.

13
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: December 26, 2015, 01:00:37 pm »
What happens if you put something other than a weapon into an entity's DIGGER token? Does the entity actually use that item to dig, or is that function defined in the item instead?

14
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: December 15, 2015, 07:12:38 pm »
I completely forgot both OBJECT tokens, actually.

Good thing I checked before trying to play, huh?

15
DF Modding / Re: [MODDING] 0.42.x QUESTIONS THREAD
« on: December 15, 2015, 06:31:22 pm »
Because I'm a nerd, I modded cats to be an entity.

Have I forgotten something necessary to make them properly playable? (I'm pretty sure I removed their ability to make picks, but I'm planning to replace that as soon as I think of an alternate digging tool to replace them with.)

This was a 10-minute mod; I only added [INTELLIGENT] and removed petness tokens from the creature, and deleted tags that make no sense on cats (all clothing + tools/weapons and beard styling) and changed the religious spheres in the entity, if I'm remembering right.

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