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Messages - Thisfox

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241
DF Gameplay Questions / Re: Cheezy problem. Dwarves won't haul cheese
« on: September 02, 2021, 04:58:12 am »
Cheese that got hot burns, and stays burning. I've had endlessly burning cheese before, and had to wall it in to continue to play the fort. I expect you are dealing with endlessly burning but on the surface cheese. No one wants to deal with that.

242
DF Dwarf Mode Discussion / Re: Face Palm moments you had in Dwarf Fortress
« on: September 01, 2021, 06:06:48 pm »
This is a glorious story! I have a mental image of a whole lot of dwarves walking around with bruised noses, due to a Star-Trek-like belief that the door in front of them is real, and shall open just before they walk through!

243
DF Dwarf Mode Discussion / Re: The Mushroom Park Expansion
« on: August 31, 2021, 12:11:04 am »
Fascinating. I shall keep watching.

Other than luck, how do you plan to get mushroom trees to grow exactly where you wish to have them grow?

244
DF Dwarf Mode Discussion / Re: How to encourage marriage and births?
« on: August 30, 2021, 03:20:44 pm »
You don't need a Lazy Newb Pack to up (or decrease) the child/baby capacity. That is a vanilla option.

245
DF Gameplay Questions / Re: How to build & use musical instruments ?
« on: August 29, 2021, 07:48:59 pm »
To get the largest chance of the instrument being used, you should place every instrument you can. I still haven't had much luck getting a stationary instrument used, but we had a set of stone panpipes that were very popular once, everyone played the damn things. I've made a few gamelan (soooo many parts!), but so far not one of them has ever been used.

Current fort doesn't have a gamelan, but it uses single huge stationary bells. They are installed.... and not in use. I've even installed some of them in a temple, seemed appropriate. The humans have been selling us amazing stringed instruments made with spoiler-origin silk strings. Those are also installed in a tavern, and also not in use.... Maybe I should find out if anyone wants some panpipes.

I do wish we could invent instruments, like we can invent images when we're decorating furniture with gemstones. But I guess no one would play those instruments either.

246
DF Dwarf Mode Discussion / Re: Gate your lava release pipe well!
« on: August 29, 2021, 06:03:00 pm »
I will admit that one of the reasons I love Volcano Forts is the nostalgia for 2D. I don't want to go back to 2D (things are better now!) but the way lava works is just so cool. Plus unlimited glass forges are just so excellent.

Underground waterfalls were awesome, I have since started making underground waterfalls landscaped through my caverns from the aquifer, to a drain on the other side. Lots of pretty. Lots of fun! Fiery forgotten beasts beware!

I am interested in when and whether we start getting digging enemies. I expect there will be ways of redesigning forts to not allow a digging enemy much success. Perhaps living under the first cavern layer could be the only way, if all diggers enter the map on the surface. Perhaps built structures wouldn't be diggable, meaning you have to "strongbox" your fort with manufactured walls, and build a real fortish sort of fort. Really, though, we've gone through just so many different changes in Dwarf Fortress that I don't think this will harm the game or break the game, it will just result in a different playstyle, as all the changes have so far. I mean, I'm now walling my artifacts into strongrooms if I don't have the ability to surround their pedestal with chained wardogs. Perhaps in a future fort, I will be building a fort on stilts above a pool of magma (or a heavy aquifer) to prevent digging artifact stealers. Who knows? I am sure of one thing: I will still be enjoying and playing the game.
Spoiler (click to show/hide)


247
DF Dwarf Mode Discussion / Re: Gate your lava release pipe well!
« on: August 26, 2021, 05:46:48 am »
It's a volcano fort, and the volcano is above the level of the fort, and the entire surrounding land, by about 10z. They're magma forges, but I'm actually dealing with a lava situation, as it's molten rock already at the surface.

248
DF Gameplay Questions / Re: Hauling away a Forest
« on: August 26, 2021, 03:30:16 am »
 I can see how it would work (Although I'd use drawbridge catapults). However, flying logs of doom sounds like a GREAT way to fill coffins and the hospital.

249
DF Dwarf Mode Discussion / Re: Tavern of death
« on: August 25, 2021, 04:32:20 pm »
Interesting.

I don't use hack, never seen the need to install it, but have never seen a dwarf die of alcohol poisoning without a poisoner, and I keep a careful eye on random deaths as visiting werebeast fatalities can be unexpected.

250
DF Gameplay Questions / Re: Hauling away a Forest
« on: August 24, 2021, 05:09:24 pm »
My two cents: Charcoal blocks can be more efficiently moved and stored than wood logs, minecarts or not. So if you're in a safe area to put workshops above ground, converting the logs to charcoal earlier in the transportation process might be key.

251
DF Gameplay Questions / Re: How to keep animals out of the library
« on: August 23, 2021, 02:55:47 pm »
Yep, the meeting zone is enough of a reason, which is why putting meeting zones in easier locations will help encourage pets to meet elsewhere. If they're not pastured, caged, or chained, they will eventually tour all meeting zones, even if the dorfs are all busy somewhere else.

252
DF Dwarf Mode Discussion / Re: Tavern of death
« on: August 23, 2021, 04:45:11 am »
While it is possible the Poisoner is taking his job too seriously, I've not heard of one drinking himself into full on death (although I did have one who kept passing out from booze). Generally I find my tavern works just as effectively without anyone to serve the alcohol, though, so diagnostically, not having a tavern keeper might be useful until you can fin the source of the deaths.

Any blood on the floor, walls or furniture? It could be some sort of not-immediately-obvious tavern brawl. You could check the {r}eports on battles. (edit: You said no combat evidence, so I guess it's not that then... Hmmm...)

Oh yeah, and after a hilarious issue I once had with a wild bull moose, drunk dwarf children and a tame turkey, are there any animals in the tavern? They can be surprisingly effective killers. That said, {r}eports will also help rule out killer moose travelling 20z down from the surface to pick fights with the livestock...

253
DF Dwarf Mode Discussion / Re: Tavern of death
« on: August 23, 2021, 03:48:04 am »
If the corpses are drained of blood, it's a vampire.

If you have hired a tavern keeper (often referred to as a "poisoner") then they might be dying of alcohol poisoning as he pumps even his passed out customers with mugs of alcohol, doing exactly what an RSA tells you not to do.

If you've had a Forgotten Beast yet, it could be a dust or similar syndrome killing them off.

254
DF Gameplay Questions / Re: How to keep animals out of the library
« on: August 21, 2021, 02:25:38 pm »
1. Make a meeting area that isn't a library, tavern, temple, or otherwise used for something.
2. Pasture animals in places you want them. (use i-n-N to pasture).
3. Cage traps for animals you can't control. Or just have your military slaughter them and have the butchers haul them away to be used for food, leather and bones.
4. Chain animals with ropes to places you want them to be.

I keep a row of chained animals (usually exotic ones like monkeys and parrots and anteaters and things) down the middle of my bookcases, so that they can guard the books from thieves, so I'm pro-animals-in-library personally.

255
DF Gameplay Questions / Re: what is causing this?
« on: August 20, 2021, 10:42:28 pm »
Looks dangerously like she lost or damaged her hands. Check her health for a full rundown of her injuries.

If you can get the infant seperated into an unpathable location (put mum and kid on either side of a door and lock the kid in) you can possibly talk some of the dorfs to take her to hospital for repairs. Unfortunately no other dorfs can pick up the infant, that I've seen anyhow, but they will feed and water it if they can path to it. I've had orphans in my forts before and they've survived just fine so long as their fort does.

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