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Messages - MobRules

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286
Dear Miners

Could you please stop digging with the excuse "warm stone located" or "damp stone located". I know those stones are next to rivers or the magma sea, but i am not breaching into them, you will be perfectly safe. It is really really annoying to have to constantly redesignate digging designations whenever i am mining a room above the magma sea or a tunnel under a river.

Kind Regards, the overseer of Mountainhome Zulbanrodum "Bannerbowels"

Dear Overseer

Well, excuse us for not having access to that magic all-seeing map thing that you keep locked in your office!

Sincerely, Urist McMiner, who can and will murder you for strange mood components later

Additionally: We'll be happy to ignore the warm-damp warnings when channeling away stone from above, even without access to your all-seeing map.

287
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 29, 2015, 10:11:15 pm »
Hoard of undead lead by an elvish necromancer have been  hanging out at the edge of the map for the past six in-game months. Refuse to come attack, even though there is a (not ungaurded) path into my fortress. Instead, they just hang out at the edge, shamble towards wildlife when they see it, when the wildlife outruns them, they shamble back to the edge of the map. One unfortunate flock of turkeys spawned right on top of them. They outnumber me, and my army isn't strong enough yet to meet them out in the open far from shelter. I could handle them in my fort entrance, but for some reason they are smart enough not to engage me on my terms =^p

288
DF Dwarf Mode Discussion / Re: Butchering livestock casualties?
« on: September 12, 2015, 04:47:54 pm »
Are they "corpses" or "mutalated corpses"? I've noticed that the latter don't seem to get butchered, ever.

289
Guilty on the CLA (sorry, used LNP to switch, & was in such a hurry uploading that I forgot to change it back. ) No idea about the modded objects though -- other than seeing a few odd things that made me wonder if the save did have modded raws.

290
DF Modding / Re: Caravans and soap
« on: September 10, 2015, 01:38:28 am »
I was annoyed when I discovered that my "Brush Titan Tallow Soap" (which I hadn't planned on, it just appeared) wasn't worth any more than any other tallow soap.

And yes, I would also love to learn how to mod what the caravan does and doesn't bring.

291
DF Dwarf Mode Discussion / Re: Stockpiles Specific to Workshops
« on: September 10, 2015, 01:18:26 am »
For plants-to-mill-into-dyes

Set the stockpile to be a food stockpile, then hit 'b' to block (forbid) everything. Go to 'plants' in the middle list. In the right list, scroll UP to wrap around to the end of the list. "Dimple Cups", "Hide Root", "Blade Weed", and "Silver Barb" are all together at the end of the list. Hit 'return' on each of them to enable. You now have a stockpile that only allows dye plants.

Back in the q-select for the stockpile, click 'g' (for 'give'), and it will prompt you to select (via moving the cursor and hitting return) the stockpile or workshop the stockpile should give to. Select your dye-quern.

For bags:

On a furnature stockpile, 'f' for 'forbid' 'type' from the middle list. This forbids all types of furnature. Then, find "boxes and bags" and enable it. [f]orbid all of the material type items in the middle list. Then, in the right-hand list for 'other materials', turn on cloth, leather, yarn, and silk.

same procedure to link it to your dye-quern.

Note that as others have indicated, once you link a stockpile to a workshop, that workshop will ONLY take items from stockpiles that link to it. It took me forever to get a dye-only-quern working, because I didn't realize that once I linked a plant stockpile to it, I would also need to link a bag stockpile to it.

You will also want to set your dyeworks bag stockpile to [t]ake from your dye workshops, to keep it a closed-bag loop. This means that you will also need to set a cloth/thread stockpile to [t]ake from the dye workshops, or else the dyed items will never be removed. Another quirk I tripped over: turns out that the seed created by the milling process is left in the bag rather than in the quren, and so it will get left in the dye-workshop when the bag is emptied. Therefore, if you set any stockpiels to [t]ake from your dye workshops, you need also to have a seed stockpile [t]ake from them, or the seeds will never be removed and will eventually clutter up the workshop until they are too full of seeds to be used (something else I figured out the hard way.)

292
DF Gameplay Questions / Re: Too easy or too hard, no middle ground
« on: September 04, 2015, 09:32:57 pm »

My question is, is there a middle ground?
Untamed Wilds can be a good biome compromise. Especially if you also embark as close as possible to goblins and within range of a necromancer tower.

293
So I'm not sure if that helps a lot with balancing zombies, it'd feel like kind of a waste to give revenants the current zombies physical attributes only for them to be easily skippable.

Having a purpose doesn't mean they're always easily skippable. Sure, sometimes you might be able to help one out. But they might not always able and/or willing to communicate what they need to accomplish, might not always be interested in your aid, and might have goals diametrically opposed to your own.


(In fact, it sets up the possibility of something you kill coming back at a future date as a revenant with an agenda against you, personally, and hungry for revenge.)

294
DF General Discussion / Re: Dwarven Archeology (we want your saves!)
« on: August 30, 2015, 09:42:47 am »
Please no backtracking T.T. So much backtracking in normal forts, which is a natural consequence of having a central stairway.

Not sure what you mean by backtracking -- do you mean long, dead-end hallways that require you to turn around and go back the way you came? As oppose to loops?

* Also, good loot - weapons, armor, jewelry and clothing.

Ah, so jewelry is actually useful in Adventure mode? I guess that makes sense, since it's an easily portable valuable. In fortress mode, it's all just "worthless junk", so I don't generally bother with it. My next fort, perhaps I will, just to leave some for adventurers.


BTW, thank you everyone who has responded to my request for ways to make a good archeaological-adventuring fort!

295
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 30, 2015, 08:41:16 am »
Turns out that the undead are a lot tougher than goblins.

I mean, I knew this from reading the forums, but I underestimated how quickly they would dispatch my military.

Survivors:
  • Three undead, trapped in the fort by the drawbridge that was supposed to trap them outside of it
  • One vampire, saved by being walled off from everyone
  • Two necromancers, in cage traps
  • Three dozen undead, in cage traps

Plus, lots of scattered gore (the remnants of former citizens, pets, and undead).


But, when the next bunch of immigrants arrives, I can just have them start afresh, since the surviving undead are trapped.

Except... for the ghosts of five dozen umemorialized citizens. That could be a problem. Note to self: Next time I need to lock a vampire up, make sure to lock a bunch of boulders up with him, in case of emergancy.

Edited to add:
Dear Urist McVampire: Yes, prohibiting the export of warhammers is the solution! That will solve all our problems!

296
Dear Urist McBonecarver,

You've been at this fortress for over two years. At any time during that period, getting in a fey mood and demanding bones would not have been a problem. Did you really need to wait until our first undead siege? The refuse heaps and butcher shops are currently behind locked drawbridges, and I'm not going to put the entire fort at risk just so that you can get a few camel bones.

Granted, had I thought ahead, I could have prepared for a moody dwarf needing bones during an undead seige. Alas, I did not. Therefore, I hope you will forgive me for building a wall around your workshop; if you last until the end of the siege without going mad, I will be more than happy to let you out to gather bones.

Sincerely,

Your Facepalming Overseer.


297
DF General Discussion / Re: Dwarven Archeology (we want your saves!)
« on: August 28, 2015, 04:22:36 pm »
Think about making a road to the fort gate.

Oh, so if you build a road with 'b' 'o', it shows up on the world map?

298
DF General Discussion / Re: Dwarven Archeology (we want your saves!)
« on: August 28, 2015, 08:01:23 am »
If one were, during fortress mode, to create a fort with the idea of using it for the archaeology thread -- what would you adventuring types like to see or prefer be avoided?

299
I take my GRE this Friday.  With any luck, I'll be getting into grad school.

Sorry about the unintended hiatus, everyone, the Adventures of the World's Greatest Cheesemaker™ will continue as soon as possible.  I even put a loading bar in the title so you can see how close the next update is to being finished.

Appreciate the loading bar, that's awesome. Best of luck on the GRE!

300
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 26, 2015, 10:19:32 am »
I have an aging crippled cat who due to injuries years previously, is unable to stand up properly, and drags herself around. She scared off a troll not once, not twice, but three times. It kept trying to attack her, but as soon as he got close, (I'm presuming she hissed and swatted at him) he'd panic and run away.

I thought that this wasn't a "Things that made you sad today" thread but something happened when you said she scared off trolls.

Yup :).

The area she was in was supposed to be protected by a draw-bridge, but due to reasons, the bridges couldn't be closed. I was sad when I saw the troll coming at her and there was nothing I could do about it -- and then LOVED when she managed to keep scaring the troll away. She's still doing fine. The troll wandered off and decided that my legendary axe-dwarf was a less frightening target, and got itself killed.

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