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Messages - Helo

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1
DF Bug Reports / Re: All I Want For Christmas Is a Specific Bug Fix
« on: December 08, 2007, 11:05:00 pm »
Ah that tile is actually sand right there. Sorry you can't see it because of the X and it was the first sand tile that appeared so I didn't wait for any others. So unless there is somehow sand on top of the limestone floor, it turned into sand after a plant grew on it.

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DF Bug Reports / Re: All I Want For Christmas Is a Specific Bug Fix
« on: December 08, 2007, 04:12:00 am »
Here's a little progression, going from my clean, engraved limestone floor to mud and then sand. Turns out what actually happens is plants start to grow, and when those plants die or are removed, I'm left with sand.

[ December 08, 2007: Message edited by: Helo ]


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DF Bug Reports / Re: All I Want For Christmas Is a Specific Bug Fix
« on: December 05, 2007, 08:58:00 pm »
When I set a dwarf so that his only task is to clean, he just sits around with no job even when there is mud that is both inside and subterranean. Also, on the occasion when the mud does actually go away (I'm in a warm area so perhaps it only rarely cools off enough to do so) the tile turns to sand no matter what it had been previously. This is rather annoying when an engraved dining room floor turns to sand. It did get me wondering as to whether or not the tile somehow registers as sand right when it gets muddied, thus making it impossible to clean (assuming the post about that above is correct).

Edit: Oh, and I believe Eagle of Fire was simply suggesting that you could build a replacement floor over the muddy one, not that building a floor tile over the muddy one would cause a dwarf to clean it.

[ December 05, 2007: Message edited by: Helo ]


4
DF Bug Reports / Re: All I Want For Christmas Is a Specific Bug Fix
« on: December 01, 2007, 11:34:00 pm »
I've got this problem now too, only it actually causes some damage. Dwarves tracked mud across my nice detailed dining room floor, and eventually it turned to sand, which I found pretty odd. I built bridges to try to contain it but the mud spread past them. I guess I'll try grates next.

5
DF General Discussion / Re: User Character Sets
« on: November 07, 2007, 03:02:00 pm »
Old tilesets work fine, though you will probably need to add references to the new professions in the graphics file. The only time I've gotten an all black screen is when I left a tileset as a png instead of converting it to a 24 bit bitmap, so make sure you've done that.

6
DF General Discussion / Re: The Perfect Seed?
« on: November 10, 2007, 07:44:00 pm »
Seed 2967067655.

Well I thought I'd make a contribution. There is one location where you could make several interesting fortresses. The local area is calm/serene and has a magma pipe, river, cave river, cave lake, chasm, pit, demon pit, sand along the left edge and all along the river, and trees in the north. Unfortunately everything is not in one tiny area. The area I have selected here has everything except the trees, cave river, and chasm.
   
Extending this a little to the right gets you the chasm, and a little to the left gets you the cave river. You could also use the upper part of the map to get trees, but this would cut off the demon and chasm pits. It lacks a good source of coke, but it has huge amounts of magnetite and flux materials all over the place.

Edit: Looks like I underestimated how far to the left that cave river is. Looks like you need a 9 wide area to get both the magma pipe and the river.

[ November 10, 2007: Message edited by: Helo ]


7
DF General Discussion / Re: The Perfect Seed?
« on: November 05, 2007, 05:02:00 am »
I saw an incredible outdoor waterfall, but just once. It ran across the top of a mountain and then fell about 15 z levels straight down before it flowed off the map. Unfortunately this was before I knew what I was doing with this new version so even if it had any other features that were remotely interesting, which it didn't, I don't have the world anymore. At least it is possible though.

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