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Messages - Insert_Gnome_Here

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496
DF Dwarf Mode Discussion / Re: Challenge: The Walled city of Dwarf-loon
« on: December 31, 2014, 04:11:45 am »
It would be fun to do this, but downwards in a cavern as opposed to upwards above ground. I already carve out natural cavern pillars for my farming-related workshops. I might now gen a world with massive caverns with many pillars and see whether I can fit a whole fort in them.

497
DF Adventure Mode Discussion / Re: How does the Claim System work?
« on: December 23, 2014, 03:47:07 pm »
How 'Bout making a badass fort, retiring it, and claiming as an adventurer.

498
DF Dwarf Mode Discussion / Re: Terrifying Ground Flashing (Solved)
« on: December 23, 2014, 06:08:27 am »
^Look: news section.
|
| Personally, I use the latest version with a compatible dwarf therapist, which is 40.19
|

499
DF Dwarf Mode Discussion / Re: fun changes to the raws
« on: December 20, 2014, 10:52:24 am »
Just duplicate the soil raws so some of the soil layers end up made out of Divine Materials.

500
DF Dwarf Mode Discussion / Terrifying Ground Flashing (Solved)
« on: December 20, 2014, 10:18:56 am »
In a mostly-untamed, part-terrifying embark, the ground changes randomly each frame, even when paused.
Spoiler (click to show/hide)

Is this a thing now or is it a result of me being inept at mod installation (all my soil is made from divine materials).
Using 40.19.

501
Presumably, horizontal velocity would also be lost, so baby shotguns would just make it rain. How about pregnant dwarves in minecarts?

502
DF Dwarf Mode Discussion / Re: New Jobs Picking Procedures?
« on: December 06, 2014, 11:18:54 am »
this is great. No more dabbling masons (activated to build walls) making tables at the mason's workshop (or whatever it is called) when my specialist Adept mason is hauling food barrels !

You can already do that. Press P on the Q menu for the workshop, and you can filter by dwarf or by skill. (you do need a manager)

503
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: December 06, 2014, 05:40:24 am »
Hm. I thought when riding the minecart tehy would avoid collisions with other Dorfs? Now I need to try this, make a rollercoaster to mow down trogs or so, which should make the dorfs used to witnessing death. Too bad the caverns are sort of off-limits at the moment, there's like four FBs in them (and they slaughtered the trogs, so I have to wait until new ones come in). My military is really low level, I had a few migrants after almost succumbing to an invasion (one dorf left), and I'm tring to clean up the mess and at least bury the dead that lie inside. Outside we have a necromancer siege again. *sigh*

FP: Digging a ramp up and not checking that there was a workshop on top. Removed workshop now and did not check that when ramping up under a workshop there seems to be no hole at that z level. Minecart went up, bounced, went back, smashed my engineers hand and arm. *sigh*

AFAIK, they don't collide when guided, but when ridden, splat.

504
DF Dwarf Mode Discussion / Re: How to mess up my fort.
« on: November 28, 2014, 04:43:06 pm »
A method taught to me by imprudence and the RNG:

0) Build fort with central staircase running straight up/down.
1) Decide to go on some exploratory mining.
2) Run into a cavern layer, hitting water.
3) Instantly flood all the corridors, but leaving some rooms to fill up slowly.
4) Have FUN seeing how many dwarves can be saved by swift mining.

505

Dear rest of the hauler corps,

Stop gathering all those plum and cherry pits and apple seeds. They cannot be planted anyway; they are just a waste of bags. The titan silk farm is not for making infinite bags.

Yours, the overseer of Sprycanyon.

I'm at the point where I'm selling my bags of pits and treeseeds to the merchants, and buying empty bags in their place. It's very annoying. I wonder if I can forbid the pits and move the bags? Would that work? {wanders off to find out}

Maybe just try to use apples, cherries, and other fruits producing useless seeds for cooking, and forbid brewing so they don't produce any seeds?  Unless your nobles have a strong need for the associated booze, I'm guessing you have more than enough variety of booze in your fort without brewing apples and cherries.  Any unless dwarves for some reason really like raw apples/cherries, they don't tend to eat raw food if prepared meals are available.

Actually, as I was writing this an even simpler idea occurred to me - can't you just enable cooking of all the useless seeds?  I haven't actually played a fort in the new version yet, but by default cooking of all seeds is disabled, but can be enabled in the kitchen menu.  Then you can turn all those useless apple seeds into tasty apple seed roasts.

Edit - based on the raws, it looks like apple seeds and cherry pits aren't edible, so that won't work.  Oh well.  I think you could make the annoying seeds go away by just removing [GROWTH_HAS_SEED] under [GROWTH:FRUIT] for the offending plants.  I haven't tried this, so I don't know if it would actually work or cause any other problems.  Or just don't brew them, as described above.  Or you could add [EDIBLE_RAW] and/or [EDIBLE_COOKED] to the seeds.  Or it would be probably be pretty easy to add a reaction to process them into oil, like with rock nuts.

Use for coindtar or dwarven shotgun?

506
DF Dwarf Mode Discussion / Re: Gelding...without animal sorting?
« on: November 22, 2014, 06:22:55 pm »
Since when were game mechanics added in order of usefulness, ease of implementation or sanity? This is a game rendered in ascii where a fort can be destroyed by convicting a dead ostrich of murder.

507
I train siege operators across the dining room. It makes sure they are always nearby, plus I love the image of dwarves eating with boulders being flung around just above their heads.

508
How good are they vs. HFS? I've tried before, but had problems with them escaping out of the minecart railgun machinery.

509
My plans to conquer hell involve ballistas with silver arrowheads.
Last time I tried, I made a minecart railgun badly, and the flying demons escaped through into the fort.
(I have never succeeded at conquering hell.)

510
DF Dwarf Mode Discussion / Re: Advice for my food production
« on: November 07, 2014, 03:33:28 pm »
That's an awful lot of farmland.
I only ever approach that when I want to grow all the plants possible.
That said, I rarely have 80+ dwarves.

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