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Messages - muldrake

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286
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 18, 2020, 01:19:36 pm »
All creatures become materials and vice versa.

All creatures are made out of an appropriate material, and all materials are mineable.  So necromancers are made out of necromancy, which you can dig out of a necromancy mine.

287
mermaid farm where they have kids and get airdrowned and left to rot for bones. (this one actually resulted in a nerf to mermaid bone value, so the community moved onto sea serpents instead)

I believe this is the only thing even Toady viewed as so utterly vile he had to change the game over it.  Actually you could still do it if you were just relentlessly evil but there's no profit in it any more.  Mermaid bones are not worth anything special.

288
DF Dwarf Mode Discussion / Re: Unblocking Floodgates?
« on: September 17, 2020, 09:14:35 pm »
Thanks man. I really appreciate the advice. I'll go fix it now. I'm never using floodgates again.

Why do floodgates even exist?  They're useless for their only purpose, or at least inferior to bridges.

289
DF Dwarf Mode Discussion / Re: Face Palm moments you had in Dwarf Fortress
« on: September 17, 2020, 09:12:50 pm »
if you have dfhack you can rename buildings (i think it's ctrl-n on the view building screen?)... i like to rename my levers to describe what they do so i don't forget/lose them later

You don't need DFHack for that anymore.

I used to be lazy about labeling things but once I had a magma cistern set to dump magma out front or to flood the fort with it.  I forgot which lever was which and had too much fun when goblins showed up.

290
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 16, 2020, 01:42:55 pm »
In really, really evil biomes, it rains entire necromancer towers.

291
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 13, 2020, 03:16:32 am »

292
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 13, 2020, 03:15:08 am »
Just like the other "men" made out of substances like "magma men" and "fire men" there are also men made out of every kind of booze.  So you could have "finger millet beer men" or "gutter cruor men."  If they are killed, which is quite easy, they turn into a unit of the liquor they are made of, which immediately falls onto the floor.  If they are attacked with or exposed to fire, they catch on fire and explode.

293
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 11, 2020, 11:01:37 pm »
Beans now cause dwarves that eat them to emit miasma intermittently, which then catches fire.

294
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 10, 2020, 06:12:11 pm »
This thread is for suggestions, not current features, guys.

Cats need to adopt owners faster. And kittens need to set up ambushes and scratch random people and animals that come within striking distance. My kitten does this all the time it's for realism.

Oddly I have a cat in one of my forts that for some reason does exactly this, just randomly attacks people.  At least I think it's the same cat doing it.  It's always in exactly the same place on a square of a workshop so I think there's some oddity that makes it think it's being attacked for some reason.

295
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 07, 2020, 12:49:29 am »
Elf visitors to your tavern should be able to eat other visitors.

Elven ethics permit eating sapients who were killed in battle, but not the butcher of sapients for that purpose.  Only goblins consider both to be merely a matter of preference.

296
DF Dwarf Mode Discussion / Re: Face Palm moments you had in Dwarf Fortress
« on: September 07, 2020, 12:40:53 am »
Just realized my library was also a garbage dump. That's where those dead animals were ending...

Considering the quality of the books my dwarves usually generate, mine might as well be.

297
DF Dwarf Mode Discussion / Re: Trapped Miner
« on: September 07, 2020, 12:40:04 am »
I'm learning more about the usefulness of burrows. The civilian alert works well, and assign the military squads to the burrow as well if you don't want them to encounter the enemy until you're ready without having to Station them.

I usually do this, this is the only burrow I create early on.  Then I might have another for candy extraction and manufacture, especially if I set up a small set of quarters and workshops for that purpose.  And I might have another couple for military purposes, like archer towers, if I bother doing that.

But this idea sounds great:

Quote
Just made a new one (to me) that worked good... the Vacation burrow.  Since the burrow's areas don't need to be connected to each other, it's easy.  Includes the following areas: Library, Temple, Tavern, Bedrooms, Mayor's Office for complaints, Lever rooms, CoG's office if they need interrogating, and perhaps workshops that keep the vacationers happy.

I'll certainly give this a try next opportunity I have.

298
DF General Discussion / Re: *We need your help with game ending stress*
« on: September 03, 2020, 06:20:16 pm »
Because...stress system has bugs. It's a simulation. Toady didn't deliberately program dwarves to constantly remember rain just to annoy you.

And this is the thread for discussing such bugs.  Dwarves being inordinately upset (and continuing to be traumatized by such insignificant events) is one such bug.  I do not believe I ever claimed Toady put this in the game as some kind of persecution of me personally.  That would be an incredibly weird claim.

299
DF General Discussion / Re: *We need your help with game ending stress*
« on: September 03, 2020, 06:06:55 pm »
The fact that getting rained is anything but the most impermanent penalty is ridiculous, let alone that it's comparable mechanically to a dwarf giving birth to her first child.  Frankly?  It's kinda stupid.  It shouldn't be a surprise that dwarves just inevitably get depressed and die when the overwhelming amount of available stimuli in the game is negative and prioritized, what else would you expect?  It's like filling a playpen full of thumbtacks then tossing a couple babies with in with a toy or two and being like "I'm surprised how often the babies step on or interact with the tacks, huhhhhh...  But they have other options!"

It's super annoying when a dwarf spirals off into insanity not just because of being rained on, but literally going insane because of REMEMBERING being rained on over and over.  Wtf?  This is absolute bullshit.  Maybe if it was being rained on with elf vomit in a terrrifying biome but wtf?  Just rain?  How are dwarves such weak pussies?

300
DF General Discussion / Re: *We need your help with game ending stress*
« on: September 03, 2020, 04:32:34 pm »
If you're reading, I'd say overall please make Dwarves more Dwarf-like when coding the little folks' personalities and tendencies. I mean this in a general fantasy sense. As it stands now, it's just embarrassing that so many members of the mighty Dwarven race get so upset over seeing a dead corpse or slaying an enemy or being in snow. I feel like I'm managing baby elves more than Dwarves with all this depression and sadness over menial things like rain or seeing a dead gobbo.

This is especially irritating when they get upset about seeing a dead gobbo or elf or whatever that they actually enjoyed killing.  What the hell is that?  They should get a positive for that.  "Yep, that filthy gobbo is still dead!"  It's especially annoying when they're constantly horrified by dead bodies or body parts or whatever yet adamantly refuse to just haul them off to the dump.

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