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Messages - Anjey aka PM

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1
same for me

2
Problem with "Hardware acceleration" settings in your display advanced settings. Should be maximized.

3
DF Bug Reports / [39e] 'Bring Item To Deport' job ignores Labor
« on: July 24, 2008, 12:51:20 pm »
I've got 10 dwarfs with all hauling jobs turned off. The still trying to help when merchants arrives and all haul trade items to deport. This is annoying :(

4
DF Announcements / Re: Dwarf Fortress 0.28.181.39e Released
« on: July 24, 2008, 07:04:59 am »
Hurray normal miners again!
Btw, is it safe to replace just .exe file?

5
DF Announcements / Re: Dwarf Fortress 0.28.181.39d Released
« on: July 23, 2008, 10:21:00 am »
Hurray, new version up!

6
DF Suggestions / Re: "Dwarves stay inside", not just underground
« on: July 22, 2008, 02:48:30 pm »
And the best solution is to allow us to define "safe" areas (like traffic density one's)

And add safe area flag for Subterrain automatically.

7
DF Suggestions / Re: Multiple mechanical suggestions/rehashes/etc
« on: July 21, 2008, 02:10:37 pm »
Hurray to new Mechanics Ark

/signed

8
DF Bug Reports / Re: [39c] Artifact creation skill / object oddity
« on: July 21, 2008, 08:28:06 am »
yoga bed  :)

9
DF Suggestions / Improve mass-forbiding through stocks screen
« on: July 21, 2008, 08:23:06 am »
Currently when I try to mass-forbid stone blocks from stocks screen while items are grouped by type, i also forbid blocks which was used in workshop's construction. This makes workshops unusable for dwarfs.

It would be nice to make mass-forbidding through stocks screen 3-state and toggle them by F key:
1. Unforbid all
2. Forbid Only UNUSED stuff (not including weared/used in building construction/etc. stuff)*
3. Forbid all

* - this one currently unimplemented

P.S.: ver.: 39c

10
DF Suggestions / Re: Conserve bags! Every seed doesn't need it's own!
« on: July 21, 2008, 07:22:54 am »
Set maximum barrels for your seeds stockpile to 0. Then you'll have 1 bag for 1 stockpile square and it will be filled with seeds

11
DF Bug Reports / [39c] Wounded did not wake up after healing
« on: July 21, 2008, 12:53:49 am »
Wounded continue to rest after complete healing, then they become thirsty, hungry and no Give Water/Give food jobs generated for them, then they simply die from dehydration or starvation whichever comes first.

12
DF Bug Reports / Re: [39b] Masterwork bone bolts (again?)
« on: July 18, 2008, 02:13:31 am »
You'r really fast.
Thx!

13
DF Suggestions / Pile for "melt" designated items
« on: July 17, 2008, 01:57:57 pm »
It would be nice to have an option in stock pile settings to include only "melt" designated items for faster objects melting.

Currently furnace operator sometimes need to travel through entire map to pick up single steel bolt.

14
DF Bug Reports / [39b] Masterwork bone bolts (again?)
« on: July 17, 2008, 01:44:58 pm »
I've got a bulk of 5 masterwork turtle bone bolts loaded into my crossbow trap. When goblin stepped into it two of them was destroyed after the shoot. And now i have a suicide bone carver :(

Seemed to me that was fixed long time ago. Or am I wrong?

15
DF Announcements / Re: Dwarf Fortress 0.28.181.39c Released
« on: July 17, 2008, 10:01:00 am »
thx for your job man!

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