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Messages - Jebediah`

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1
Curses / Re: Terra Vitae Mod (version 1.4 released!)
« on: June 04, 2018, 09:09:42 am »
I will test for that, but right now am busy with RL doing science and finding a new job.

When you say "non-vanila", can you clarify?

That's the thing, I don't know what the items are because it crashes before any text appears. I CAN pick up the standard LCS generic loot like smartphones, tablets, etc. that appear there without issue, but when I attempt to pick up (what I assume are) the unique Terra Vitae items, the game crashes to desktop before anything happens. I wish I could be more helpful.

2
Curses / Re: Terra Vitae Mod (version 1.4 released!)
« on: June 02, 2018, 06:06:33 pm »
Just came back to LCS and saw how much progress has been made on this mod, I'm so glad to see it's still getting updated after all this time!

I'm having crashes any time I try to pick up non-vanilla items from the superhero base, I'm not sure if it's been reported or fixed in the 1.5 update, I just didn't see it after having gone back a few pages. This is the Windows multi-city version.

3
DF Adventure Mode Discussion / Re: Funniest Names
« on: November 13, 2014, 01:28:51 am »
"The Blue-Berries of Insanity", ironically enough a group whose fortress I lost to tantrum spirals.

4
DF Adventure Mode Discussion / Re: Things to do in adventure mode?
« on: November 13, 2014, 01:27:20 am »
I just happened upon two NPC wrestlers going at it, and was actually tempted to go and pop some popcorn to sit and watch.

One particularly awesome moment, which cracked me up when I imagined it, was one man repeatedly grasping and releasing his opponent's thumb while the other was bent at the waist endeavoring to bite his toes.

Because really. How else could someone bite someone else's foot from a standing position?

5
I still remember the text I sent my friend who played DF the night he finally convinced me to try it.

"Dude, I'm biting water buffaloes! This is awesome!"

6
Decided to play Dwarf Surgeon Simulator. That farmer over there? Looks like he's in need of a quadruple amputation.

After judicious use of a sleeper hold anesthetic, I started with the left leg, to ensure the patient didn't attempt to flee his own house the OR before the surgery was done. Waited outside for a bit for the bleeding to stop, then I went back in. Unfortunately there was some type of misunderstanding with the patient, he attempted to stab me. The knife was confiscated, along with the arm holding it. A bit of time for post-op recovery, and I proceeded to amputate the other two limbs with my surgical halberd. The patient displayed remarkable mobility following his quadruple limbectomy, so I administered a procedure of aggressive chiropractic treatment centering on the spine to ensure he remained within his own blood and teeth covered home the ICU for observation.

I didn't want the patient to experience the miasma of his own limbs, so I then gathered them all up and put them on top of a nearby tree.

Surprisingly 'Torso McGee' is still alive, exactly where I left him (as is to be expected).

7
DF Dwarf Mode Discussion / Re: "No Seeds Available for this Location"?
« on: November 01, 2014, 10:40:30 pm »
If you're on a mountain, it could be the difference between a mountain biome and whatever neighbours it.

That may well be it, I didn't think of that.

8
DF Dwarf Mode Discussion / "No Seeds Available for this Location"?
« on: November 01, 2014, 09:38:20 pm »
So, I have some standard above-ground farming plots side by side, built on soil. Two of them work just fine, I can switch between all four of the different crops for which I have seeds and they're cultivated as normal.

The other two simply say "no seeds available for this location".

I cannot for the life of me find any discernible difference between the two that work and the two that don't. Same sandy clay loam soil, same aboveground/light conditions, physically next to each other, same Z-level...why is it that the ones I've been building after the first two just don't work?

9
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: November 01, 2014, 01:23:30 pm »
Ok, so the attack piercing the cloak is the notification I receive, but behind that notification are algorithms that do account for everything else. Just what I needed to know, thanks!

10
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: November 01, 2014, 12:30:12 pm »
I'm a little confused on armor stacking...going off of this image, one could cover the breaks in armor coverage with a cloak or coat, so I usually do. However, I've been noticing messages indicating that the attack penetrated said cloak even when the area should be covered by, say, the breastplate.

How exactly are the two sides of the armor vs. weapon check determined? Does it factor in all valid armor pieces present on the body-part (i.e. cloak, breastplate, chainmail, vest, shirt), does it select only one armor piece at random, or is there some other pattern I'm missing?

11
You can do this yourself with a simple copy paste job in the raws.   ;D

...how completely true, shame I haven't gotten to the point where I think like that yet.

12
I feel like it would help quite a bit to balance out the discrepancy between the Craftsdwarf's and Bowyer's workshops in terms of usefulness and activity...it just seems illogical that A) the shop whose one job is making crossbows doesn't also make their bolts from the same materials, and B) the crafters' shops have to accommodate wood and bone bolts as well as everything else they cover while the bowyer's shop almost always goes unused in the corner.

13
DF Suggestions / Re: Sculpted Walls
« on: October 28, 2014, 07:05:08 pm »
When I saw the title, I thought you meant "carve down a pre-existing 1x1 natural stone wall into a statue".

Which I personally prefer.

14
Honestly I think it would make quite a bit of sense. I know there are workarounds using burrowing and workshop profile tools, but it'd make things quite a bit simpler to be able to tell your Legendary mason via simple job toggles that he should be in the workshop making those badass doors everyone loves while his apprentices are the ones handling the wall construction jobs you put down. Sure, making sure that he's the only one allowed in the "quality" mason shop is half of that, but unless you burrow him in there and set up a needlessly complex feed system to ensure he doesn't have to get the rocks himself, he's going to abandon his logical post and leave those fancy masterwork doors unmade in order to join the Dabblers and Novices and waste his talent by throwing up walls and stairs.

15
DF Dwarf Mode Discussion / Re: Pleasure
« on: October 27, 2014, 10:36:45 pm »
EG, a dwarf with a problem with social anxiety and a fear of fluffy wamblers may be utterly traumatized by having a sardonic statue of him being terrorized by fluffy wamblers inserted into his bedroom, since it would play on both his fear of fluffy wambers and his social anxiety.

This is a great opportunity for SCIENCE.

I...I don't see how this counts as SCIENCE. Where does the improbable magma murder fit in?

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