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DF Modding / Re: Can you give syndromes to plants?
« on: April 24, 2018, 04:03:33 am »
Could you give them growths that are of a material that turns into gas so they inhale it?
Brainstorming.
Brainstorming.
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Not really understanding what you'd use this for. Are you expecting mass slaughters to periodically bring your population below 37?LOL I didn't actually think it through that far!
I could see the use in being able to multiply an order by the current population. Having a bunch of work orders for each population bracket, on the other hand, is completely impractical.
I remember one time in a succession game someone set up a hole to dump items into magma without any special construction. Does anyone know how to set this up?Easiest way I know is short minecart path but instead of quantum stockpile it lands into the lava.
An ostinato is fancyslang for, basically, a riff. A short-ish repeating melody. Ferex, top violin does this descending 4-note thing at the beginning for several bars.
Cool
, part of the fun of the embark is trying to do the most with what you can afford (at least for me) not REALLY being able to set a low low embark point count is annoying.a controlled catplosion is your best bet. breed vast amounts of cats and set them loose, using burrows to limit their contact with dwarves if at all poossible. Once their work is done, butcher them all
your changing from hard to defeat, but killing him gives great rewards to invincible and why should you even interact with him if you asks for legendary dwarvesHard is still too easy to cheese with dwarven ingenuity. Obviously you're not going to be giving him any legendary smiths or good artifacts. He shouldn't be invincible, but killing him should curse his goods in some way (once magic is in) and/or summon an angel siege (brings more goods, harder to deal with than a single unsuspecting trader.)