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Messages - Altivera

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16
Mod Releases / Re: [44.12] Dwarf Fortress: Colonialism 1.95
« on: August 25, 2018, 12:42:59 am »
Tried generating a world with the colonial smaller parameters and it generated a world after very few rejections, anything larger though and the rejections increase.

17
Mod Releases / Re: [44.12] Dwarf Fortress: Colonialism 1.95
« on: August 25, 2018, 12:08:10 am »
Is it normal to get a lot of rejected worldgens since I'm getting a lot of rejected worldgens. I am using dfhack with this mod and overwritten the sdl.dll file with the dfhack one if it makes any difference.

18
Well, thats an unpleasant change. I hope they plan on adding a semi-processed form of butchering to reduce mass and/or volume so one can haul the corpse back easier.
You can field dress and quarter a corpse to reduce the weight but you need to perform a full butchery which requires a butchering rack, a flat surface, and sawing and cutting tools in order to get stuff outside of meat and offal.

19
I don't like needing a butchering rack in order to get all the drops from butchering corpses. Before I just butchered and hauled the resources back to my base, now I gotta carry the damn corpse back to a butchering rack with a flat surface nearby in order to get a full yield from butchering.
I think the full butcher setup just gives you extra drops you wouldn't normally get and the fast butcher is functionally the same as just pressing B in previous versions
Unless they changed it fast butchering netted me only meat and offal.

20
I don't like needing a butchering rack in order to get all the drops from butchering corpses. Before I just butchered and hauled the resources back to my base, now I gotta carry the damn corpse back to a butchering rack with a flat surface nearby in order to get a full yield from butchering.

21
Well first aid kits have disinfectant in them so I assume they can still clear bites. How much stuff in the base game can clear infections now that first aid kits cant?

22
Quil18 started up a series on Cataclysm DDA and it pretty much excited me back into playing again, you can find it here.

@Altivera: Seriously? Even though it has disinfectants and everything?
I'm not a contributor.

23
https://github.com/CleverRaven/Cataclysm-DDA/commit/b622362d8336eee1309b2785b0d80faa551841e3

As part of the overhaul of replacing instant healing effects with healing over time the first aid kit got nerfed. It cant clear infections anymore.

24
Cbms you find while scavenging should not require any anesthetic since I assume they are self install kits with their own. You use your personal skills to install

Bionics you acquire from butchered corpses should need some anesthetic since they were previously installed and maybe need to be sterilized beforehand. You still need your personal skills along with something to dull the pain for operation.

Autodoc should be a (relatively) riskfree installation but could require you to spend money to use them.

Not sure if any of these ideas are reasonable.

 

25
Just played cataclysm after years of last playing it and a lot of things have changed. Evac shelters have a lot less loot, melee feels more risky, and I sometimes need light to craft stuff. Not sure where to proceed with earlygame.

26
Other Games / Re: Zomboid
« on: June 22, 2018, 06:44:53 pm »
Starting to get bored with this game. Even with the mods I have most of the time was spent looking for the necessary tools to build, and then I had to grind out carpentry so I could start expansion of my base. Also I'm reading the steam reviews and I see a ton of negative reviews mentioning the game being's slow progress along with some about the gamedev's general professionalism.

27
Other Games / Re: Zomboid
« on: June 18, 2018, 04:24:19 pm »
I got the game and after playing vanilla for some time I started playing around hydrocraft, super survivors, and some other stuff. While I like the crafting options Hydrocraft adds, It's just a goddamn pain to figure it out since it adds so much shit.

28
Mod Releases / Re: [.44.01 - 5] Kobold Kamp (now with 25% more kefir)
« on: February 08, 2018, 10:03:05 pm »
They still have the reactions for brewing plants and growing them at the farm plot. but something with dfhack means I can't enable the labor for plant gathering or planting since the kobolds don't have that as a permitted job in their entity file.

29
Mod Releases / Re: [.44.01 - 5] Kobold Kamp (now with 25% more kefir)
« on: February 08, 2018, 09:00:09 pm »
One of dfhack's plugins or scripts are blocking any jobs my bolds aren't permitted to do in their entity folder. And the milking of my large herd of mountain goats for fermenting purposes is inefficient. I can't keep a surplus of alcohol. Also any considerations for making the helmet snakes trainable since I kinda wan't them to accompany my militia to battle to make up for their primitive weapons and armor early on until I kill enough invaders to outfit and arm them in some metal. In the meantime I've been stuffing many of the helmet snakes into cages linked to pressure plates nearby. I'm not very concerned with the snakes dying since they have very large clutches of eggs though the not being able to tan their scales is an annoyance.

30
Mod Releases / Re: [.44.01 - 5] Kobold Kamp (now with 25% more kefir)
« on: February 07, 2018, 04:52:36 pm »
Update. It took over a year of ingame time but I finally received a human maceman who was curious about my tavern.

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