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Messages - Foxite

Pages: 1 ... 63 64 [65] 66 67 ... 79
961
As dwarves dig deeper, they will inevitibly stumble upon magma. Because almost every single fort or other dwarven settlement reaches magma before their fall(yes, even generated settlements!), they became friends with magma.

Why is Armok the dwarven god of blood and not the dwarven god of magma?

962
The beard simply says "do this, pick up that, kill those things" and never tells them not to drink
I literally just spent an hour trying to find a way to cram that into my sig. I cannot possibly get any other quotes down there anymore.

963
We will never know. I think.

How can a dwarf vomit when unconsious?

964
An elephant never forgets... how freaking good they can jump.

Why is my answer above so lame?

965
DF Modding / Can I put different [OBJECT] sections in one raw file?
« on: November 16, 2014, 10:26:29 am »
I'm trying my hand at modding for the first time without any kind of prior knowledge, preparation, or researching, except for the knowledge that raw files are made up of [TAGS]. And that [TAGS:CAN_HAVE_ARGUMENTS].

I'm making a mod that adds a magma cannon. I think I'm making some progress. I got the weapon made, not tested yet, and I'm making the ammo now. But I want to know if I can put multiple [OBJECT] sections in one file, like so:
Code: [Select]
[OBJECT:ITEM]

[ITEM_WEAPON:ITEM_WEAPON_LATI_MAGMACANNON]
...
[ITEM_AMMO:ITEM_AMMO_LATI_MAGMA]
...

[OBJECT:MATERIAL_TEMPLATE]

[MATERIAL_TEMPLATE:LATI_MAGMA_TEMPLATE]
...
Instead of having two files for each object. I want to know this so I can keep my raws centralized in one file, instead of making different custom raw files for each part of the mod. (Of course, I will use seperate files for seperate mods to keep it compatible. Using one file for each mod might decrease the rate of name conflicts.)

Is that possible?

966
DF Gameplay Questions / Re: what are those teal X's?
« on: November 16, 2014, 03:59:30 am »
hmm, wonder why the cats have it then. I'm guessing cave adaption for the dwarves, I've noticed an unusual amount of vomit here and there.

I'm going to slaughter most of my cats with an atom smasher anyway, they are getting too numerous.

oh! If I have a dwarf that is too injured to do... anything, and he is spamming me when he tries to store items he owns etc, what is the best way to stop that?

I have found some of the inaccessible stuff, but the message still pops up periodically.
While atom smashing them is an entertaining choice, I usually go for butchering them all except for 2 females and a male, to keep the production of ☼Cat meat roasts☼ going.

I don't know how cats could be stunned though, my best guess is that they somehow got exposed to cave spider venom(or worse, GIANT cave spider venom). If this is the case, it should wear off soon. And for the injured dwarf, the general solution is to build a hospital, assign a chief medical dwarf, enable healthcare professions on some dwarves, and build at least one bed and one table and put them next to each other in the hospital area. A detailed tutorial on setting up hospitals can be found here.

Finally, for the cancellation spam, make sure that the dwarf trying to access it has a clear path to the item(is he locked up somewhere? Is he assigned to a burrow?), and that the item is not being hauled or otherwise in use by another dwarf. If the item is a dead body stuck in water, then they cannot be accessed unless the water is removed(for example, to access a drowned dwarf in a reservoir the reservoir must be emptied below 3/7, or for a river, when the water freezes, the body will dissapear).

967
DF Gameplay Questions / Mountain gnomes
« on: November 15, 2014, 06:04:33 am »
Massive group of grey g's. Freaked out for a moment I thought they were goblins, but they were mountain gnomes. Apparently weak small humanoids capable of horrifying dwarves while stealing large amounts of booze.

Should I kill them, capture them, leave them, or what?

Edit: Ordered militia to kill them. Took them a while to start killing, even though one of the swordsdwarves was right on top of his target, he didn't do anything. Right now there's 4 out of the 15 gnomes still alive. What's worse, they collectively drank 100 units of wine that was property of the human trade caravan. They left instantly. I don't think they were happy, that wine was quite expensive.

968
The plural of "gnomes" when you have hayfever.

Why does time in fortress mode go so damn fast? Like it takes one day for a normal dwarf to take 20 steps :/

969
DF Dwarf Mode Discussion / Re: Player has become enraged!
« on: November 15, 2014, 05:21:27 am »
Wait up a minute!

Lemme get this straight - you are genning a world until year 1250, and it has been genning for 2 and a half hours, and you are having 2930 FPS?!!

What dimension are you in?!

970
I would do it if I weren't too nooby to manage to survive on an evil biome until the elves finally bring Unicorns. Seeing as we don't get liaisons from elves, I don't think anybody did yet.

Why don't the elves bring liaisons?

971
DF Gameplay Questions / Re: Newbie question: spoiled, yet depressed dwarf
« on: November 14, 2014, 11:12:06 am »
Noo! Poor Misty. :(
Sir, I cannot thank you enough for linking that.

972
I wonder how I just missed this, this comic, this game, this comic-game, this thread, this THING.

I really wonder.

Blindly kick backwards in an attempt to knock out whatever is about to kill you.

973
DF Gameplay Questions / Re: Newbie question: spoiled, yet depressed dwarf
« on: November 13, 2014, 12:34:00 pm »
I think the part about missing loved ones is fixed in 0.40.15. But getting freaked out because of seeing an elf die is a highly undwarfy thing... but it still happens a lot of times, and I don't quite know of a fix or workaround.

974
DF Gameplay Questions / Re: Why is aluminum so rare?
« on: November 13, 2014, 11:36:22 am »
Not as rare as Bituminous Coal/Lignite
Bitcoal/lignite is only available in some biomes, so if your embark is not in such a biome, then you will never find any of it. You can still use magma forges or charcoal however. Setting the mineral frequency before starting worldgen to frequent or everywhere will certainly help with finding bitcoal or lignite. But even on everywhere coal is never truly everywhere, on my current fort I have no stone coal, and since my wood supply is limited, I am switching to magma forges now.

975
It's a stage in the life cycle of the plump helmet fungus. They infest vermin corpses due to their being small enough to be shaded by grass and such, much like they infest corpses and food left in the dark to rot, producing clouds of spores. These spores interfere with dorf reproductive spores and have become associated with frustration and disgust, hence why they are called miasma and make dorfs sick. If left alone long enough they will take up root as plump helmet plants which then send out spores into the local environment in an attempt to find other corpses to decompose. When they are unable to do so they enter a new stage in the life cycle wherein they grow limbs and are known as plump helmet men, which move around until they find a suitable area and upon death provide food for more vermin.

Why did all of that make sense to me?
Sir that's the best post in this thread - no, in this whole forum.

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