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Messages - steel jackal

Pages: 1 ... 24 25 [26] 27 28 ... 34
376
DF Dwarf Mode Discussion / Re: My well isn't really well.
« on: February 12, 2016, 10:25:27 pm »
im pretty sure that dwarves wont use muddy water to clean wounds, they only accept fresh or salt water, statgent but non muddied water can be used but will cause infection

377
DF Dwarf Mode Discussion / Re: Tavern has no visitors
« on: February 11, 2016, 11:26:36 am »
it seems to be tied to how famous your fort is

increasing wealth, population, and making the tavern nicer should all increase the number of visitors
Was that not the case in earlier versions?

I've been running an .05 fort and have been practically flooded with visitors to the point that it's mildly annoying.

killing guests dosnt seem to anger their civilization, makes for good live training

and i do mean ordering them to kill and not just bar fights

378
DF Dwarf Mode Discussion / Re: Tavern has no visitors
« on: February 11, 2016, 11:03:57 am »
it seems to be tied to how famous your fort is

increasing wealth, population, and making the tavern nicer should all increase the number of visitors

379
DF Dwarf Mode Discussion / Re: Come and taste the !!SCIENCE!!
« on: February 08, 2016, 09:40:24 pm »
you could mod in a new alcohol that is made by brewing a existing alcohol with a poison
also, to safely weaponize a forgotten beast, make them able to be pets and make dwarves immune to their secretions

380
DF Dwarf Mode Discussion / Re: Bin Confusion
« on: February 08, 2016, 08:28:08 pm »
i think if you just disable bins in the stockpile you want them to move to they will take the items out from the bin and move them to the pile, once all the flasks are out of bins you can enable bins in the flask stockpile again

381
DF Dwarf Mode Discussion / Re: starting a dwarf cult
« on: February 08, 2016, 01:15:07 pm »
the title says "starting" so the OP is an elf sympathiser

TO THE MAGMA SEA WITH THE TRAITOR!!

382
DF Dwarf Mode Discussion / Re: Are artifact trinkets still useless?
« on: February 08, 2016, 11:04:41 am »
im not sure if this is true but i read somewhere that a dwarf has to be a master in any weapon skill before they will pick up artifact stuff to wear unless you explicitly tell them to wear that exact item

383
DF Dwarf Mode Discussion / Re: Sending dwarves to outer space!
« on: February 08, 2016, 11:02:41 am »
the 2000Z adamantine spire, but that was a glitch many versions ago

384
DF Dwarf Mode Discussion / Re: Why is my miner on top of a tree...
« on: February 06, 2016, 10:44:48 am »
if a dwarf stands on the trees tile when it grows from a sapling to a full tree they will get stuck up there

385
DF Dwarf Mode Discussion / Re: What do you drink when you play?
« on: February 05, 2016, 05:18:08 pm »
romulan ale.....

its basically just blue tea with some alcohol added

386
DF Dwarf Mode Discussion / Re: Regarding burrow
« on: February 05, 2016, 04:11:02 pm »
If a bolthole as previously described on the wiki was part of the civilian alert burrow but disconnected from, say, the "Inside" burrow which encompasses most of the fortress, would the dwarf go to the bolthole instead of running all the way back to the other burrow?

Or, more generally, do dwarves select the closest matching burrow for a civilian alert?  I can't test just now, but if I get a chance before someone answers, I will.

I have a sneaking suspicion that's what the author had meant but didn't quite capture it correctly.

If you make a burrow that has several noncontiguous areas, dwarves will take jobs in one and move there from the other. They're allowed to pass through non-burrowed space as long as their destination is in the burrow, and if you aren't careful with your burrow design you can end up with them in places you didn't expect them to be. Also, some dwarves - like children - will only respond to a burrow under a civilian alert, or if there is something for them to actually do in the burrow to draw them there.

i tried that in 0.40 but i got the job cancellation message "area forbidden"

387
DF Dwarf Mode Discussion / Re: Undead Siege Mostly Living
« on: February 05, 2016, 03:09:59 pm »
I'm not sure if the invaders are just milling around, or advancing *really* slowly. It is terrifying, not least because the invaders outnumber my dwarves.
if they arnt going anywhere then they probably dont see your dwarves or dont have a path
i would recommend a killing chamber with upright weapon traps connected to hammers
also give your fighting dwarves hammers, a pulped corpse is one that will stay dead

388
DF Dwarf Mode Discussion / Re: Regarding burrow
« on: February 05, 2016, 03:03:59 pm »
some troll put it up on the wiki, dwarves assigned to a burrow will not leave the burrow for any reason, even if that means they have to stand in one spot and starve to death
one of my prefered ways of killing, its slow and horrible

389
DF Dwarf Mode Discussion / Re: WTF JUST HAPPENED!!!???!!!???
« on: February 03, 2016, 08:09:39 pm »
Your engravers probably carved a less-than-masterwork image of the local fortress deity.
something of this magnitude could have only been created by armok being offended by the most vile thing ever....
masterwork engraving of a beardless armok making out with an elf...

390
DF Dwarf Mode Discussion / Re: Armok is throwing rocks at me...
« on: February 03, 2016, 03:09:51 pm »
There's been a few people reporting similar. The theory I've seen is that the game is spawning trees where the ground used to be which are then collapsing and causing a cave-in.
That does make sense. Though it's interesting that the cave in happens in the same location with pin-point accuracy.
its exactly correct, i had the same issue while i was roofing over a place i just dug out for farming
every time a tree grew i got a collapse message
thankfully nobody got hurt all those times, usually there wasnt anyone around

still at 1 death in 10 years (failed artifact due to lack of animal thread, no shearable animals)

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