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Messages - MobRules

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211
DF Dwarf Mode Discussion / Re: Bedrooms vs. Dormitories
« on: December 19, 2015, 12:47:08 am »
What is the functional difference between designating a room with a bunch of beds as a "dormitory", vs just having a room full of roomless beds?

212
Yup. Dwarves don't go in for our very modern concept of a strict division beween "performers" and "audience".

213
DF Dwarf Mode Discussion / Re: On tavern patrons
« on: December 18, 2015, 10:24:03 am »
Ah, yes: classic Loyalty Cascade: happens any time a (supposedly?) friendly being attacks or is attacked by your dwarves.

Same thing happens if you tame a captured invading war beast (turning it friendly), but it goes wild again and attacks someone. Or if you order your military to attack your trade liason. The code for determining who's "friend" and who's "foe" (i.e. anyone who attacks a "friend") goes wonky and spirals out of control.

214
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 15, 2015, 02:39:46 pm »
How does one reproduce the "all the flour ever" roast, or the "all the fruits/leaves", or... and so on. It SEEMS like a Planepacked, but I'm doubting the kitchen job would act exactly like a mood...

Or wait! The kitchen job sometimes, IIRC, continues even if one of the ingredients is forbidden! The dwarf simply gets another! So it may act like moods...

But they won't accept it if it's not in their burrow. Sigh. Off to experiment, I guess?
I'm not sure. But my fort seems to produce them on a semi-regular basis, and I don't have any burrows. (Well, I have one for a civilian alert, but it hasn't been enabled for a long time.)

"Meat"loaf II: Revenge of the Sugar



Weight: 126Γ. Value: 978618☼ (so close!)

I've gotten several of these. No burrows, nothing forbidden -- they just put every powder they can get their hands on repeatedly into the same meal.

215
DF Dwarf Mode Discussion / Re: Ghostly Scholar?
« on: December 15, 2015, 02:31:23 pm »
Was he a eunuch before falling in the moat?

216
DF General Discussion / Re: Hardware and Game Performance
« on: December 15, 2015, 09:57:26 am »
I'm reminded of seeing Fowler speak at a conference. He said: "Concurrency. Concurrency is like a nice, fluffy bunny rabbit -- with sharp, pointy teeth and a mean streak a mile wide." (The second half of the quote was enthusiastically accompanied by the appropriate hand/body movements.)

The point being, concurrency problems often look fairly safe/simple at first glance... until you start actually trying to work on them.

217
I've just seen an alert that says no plump helmet spawn. So I check the farm. It's empty. The seed stockpile, empty. The stocks screen has no plump helmet spawn (https://goo.gl/G8AaAu).

Did you check for plump helmets?  The fully grown plants?  If I run out of seeds in the first year of a fortress, it's usually because all of my seeds were planted, matured, were harvested, and are sitting in the plant stockpile because they haven't been eaten or brewed yet.

This happens to me SO often.

218
DF General Discussion / Re: Was version .40 a bust ?
« on: December 13, 2015, 01:07:37 pm »
Out of all the excuses for DF problems this is the one that bugs me the most. DF is no longer one person's garage project. Its has grown far beyond that and has 100s of contributors.
Yup. And a big fancy high-rise office with a panoramic view of the San Francisco Bay, and satellite campuses in major cities all over the world, and a fleet of professional full-time salespeople, and prominent self display space in all of the most important stores...

You cant stuff the jack back in the box every time you want to excuse lack of progress.
What the eff does this even mean?

219
Note to Overseer Flyteofheart:
Well, you didn't tell us to stay inside, and how were WE supposed to know it was the rain?
We can't look up!

Sincerely,

Urist.

((Burrows?))

A civilian military alert is helpful in this situation (they aren't just for sieges!)

220
DF Suggestions / Re: Let workshops work on specific items or jobs
« on: December 13, 2015, 12:35:53 pm »
I rarely use the manager, because (as currently implemented), it causes far more problems than it solves (as detailed in other posts on this thread). It's much more of a headache to clean up everything the manager gummed up than to just do it myself. (I do appoint a manager, regardless, because I'll occationally use the workshop profile feature)

221
DF Suggestions / Re: Knowledge implementation
« on: December 12, 2015, 08:59:02 pm »
Note: Galileo wasn't executed. Rather, threatened with torture (though never actually tortured), and put under house arrest for the rest of his life.

And yeah, he had a problem with not being able to be diplomatic with people who were wrong, dammit.



...and the powers that be had an even worse problem with not being able to just let such things go.


Edit: come to think of it, Gallillo's is probably one of the earliest historical instances of nerd-rage recorded. Though not the oldest -- Archimedes had him beat by a couple thousand years (and it got him killed).


And yeah, some ancient greek dude (Democratius?) actually came up with an amazingly accurate estimation of the cercumfri of the earth and moon, and a reasonably accurate estimate of how big and far away the sun was.

222
DF Gameplay Questions / Re: religious needs not being met
« on: December 12, 2015, 08:49:20 pm »
Do all dwarves really need to pray that much? Do dwarves that don't care much about religion not need to pray as much? Do dwarves that don't care much about religion tend to worship gods less ardently? I see it's time for some science.

Also, try a temple to ALL gods, see if that works.

Doesn't in my case. I have a temple to each of the civ's gods, plus one to ALL gods, and I still have dorfs distracted by being unable to pray (despite the availability of both a temple to the specific diety they want to pray to, and a pantheistic temple).

This is on 42.02. Downloading 42.03 now.

223
DF Suggestions / Re: Knowledge implementation
« on: December 12, 2015, 12:05:22 pm »
I am surprised that there isn't a geology category. Natural sciences doesn't seem to include it.  But a Dwarf that was a geology expert might be able to determine hollow points in the veins of certain metals.
I have a book about "the placement of geological information on maps" that I bought from a caravan, so it seems too be present in some capacity.

224
DF Suggestions / Specify which books go to which library (or bookshelf?)
« on: December 12, 2015, 11:24:22 am »
It would be very nice to be able to have more control over where books end up, especially since "visitors steeling books" seems to be a thing.

At the very roughest level, being able to designate a library as "originals only", "copies only", or "both" would allow setting up a restricted citizens-only library for originals (with whatever additional security someone might want to build around it) and a copies-only library that is open to visitors.

I can think of many more ways of using even finer grained control, but at that point, the added code and interface complexity might outweigh the benefits.

225
DF Dwarf Mode Discussion / Re: "I need a drink"
« on: December 11, 2015, 09:17:03 am »
Wait... the Axe Lord is swinging an Exceptional steel battle axe against a goblin that's got a Masterful steel battle axe embedded in it?  Where did the second axe come from?
There's no rule that says only one Axe Lord can attack a goblin at the same time.

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