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Messages - Insert_Gnome_Here

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301
DF Dwarf Mode Discussion / Cart Ramp Derail Bugginess
« on: September 19, 2015, 05:17:03 pm »
In the course of building an above-ground shotgun, I have run into a problem with carts refusing to follow tracks downwards.
The situation is as thus:
Code: [Select]
___VO     Key:
   OVO     _:Track
    OVO    O:Wall (With track on top)
     OVO   V:Down Ramp
      OVO

The contents of the cart always ends up falling onto the 2nd lowest V.

Can anyone help work out how to keep the cart from derailing.

302
Dwarves all secretly want to be H.P.Lovecraft.

How come you can push carts along drawbridges?

303
DF Dwarf Mode Discussion / Re: A few questions about uniforms
« on: September 13, 2015, 07:34:20 am »
Does anyone have the mechanics of being slown down by armour written down anywhere? If not, I'll have to experiment in arena mode.

304
DF Dwarf Mode Discussion / Re: A few questions about uniforms
« on: September 13, 2015, 03:51:13 am »
If you want to only allow bone armour, set colour to white, as bone is the only white material for armour (unless you buy elven feather wood breastplates or something weird).

305
DF Dwarf Mode Discussion / Re: Dwarf fortress OS coming soon
« on: September 12, 2015, 12:37:01 pm »
Would i be possible to use the text output mode in Linux so that it runs straight from the console? A custom locale & fonts may be needed to make all the tiles work but you could cut out a *lot* of the overhead otherwise needed for a GUI.

306
DF Dwarf Mode Discussion / Re: Guardians of the vault- experiment
« on: September 12, 2015, 12:30:48 pm »
You should probably mark the title: [SPOILERS]

307
DF Dwarf Mode Discussion / Re: Hunting
« on: September 11, 2015, 04:04:52 pm »
I just dump them in magma when the sentients pile up. I don't bother going through *every* unbutcherable creature.

308
DF Dwarf Mode Discussion / Re: Hunting
« on: September 11, 2015, 01:23:31 pm »
Put a refuse stockpile set only to accept corpses by the butcher's shop and set dwarves to gather refuse from outside. This will ensure carcasses make it to the butchery.

309
Cut down all the trees. (I think you might have to floor over the embark too, to be safe, but that may have been fixed.)

310
I had a similar thing happening to me. in one world, this legendary weaponsmith follows me around, always migrating to my latest fort. I will be so annoyed if he dies.

311
DF Modding / Re: Embark anywhere problem
« on: September 02, 2015, 08:50:17 am »
Where did you get a working Embark Anywhere?

312
DF Dwarf Mode Discussion / Re: A Quick Game
« on: August 14, 2015, 03:45:12 am »
He won't starve. Hunger meter gets reset with transformation. It would also be safer to move food in and out via minecart.

313
DF Dwarf Mode Discussion / Re: Too Many Idlers
« on: August 13, 2015, 05:35:34 am »
I couldn't be bothered to look up what needs to be bars & what needs to be ore in order to smelt bismuth bronze, so I just set stuff on repeat and hoped it would work. Also, I had copper everywhere so it would not be a bottleneck.

314
DF Dwarf Mode Discussion / Re: Too Many Idlers
« on: August 12, 2015, 08:17:28 am »

It's still pretty awful, to be honest.

315
DF Dwarf Mode Discussion / Re: Too Many Idlers
« on: August 11, 2015, 02:42:28 am »
The problem seems to have resolved itself, but I had already checked most of the things suggested. Also, it was across many different jobs, meaning that it could not have been a single bottleneck.

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