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Messages - Footkerchief

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631
DF Announcements / Re: Dwarf Fortress 0.34.07 Released
« on: March 30, 2012, 08:49:31 am »
Think it could be possible to give adventureres some love in the next bug fix?
Sewer grates and drowning just bellow one has been bothering me a little , if the sewer is 2 tiles bellow (1 tile space between ground and sewer) it's possible to get air, standing directly bellow the sewer grate (ie no space between sewer grate and where you swim) makes you drown (Ie you don't get air).
Due to this large areas of sewer areas are impossible to explore as a mere human.

This group of bugs covers those problems.  In general, it helps to link to reports.

632
DF Suggestions / Re: Mechanisms + crutch + plaster powder =
« on: March 29, 2012, 06:23:21 pm »

633
DF Announcements / Re: Dwarf Fortress 0.34.06 Released
« on: March 29, 2012, 09:12:29 am »
Now that the caravan wagons are back, seems there is a bug when you build two depots.
Wagons go to one (or queue to it), and the other merchants with pack animals go to the other.
AFAIK this is new one - the best way to fix it is to report bug/find existing report and upload save (before arrival of bugged caravan) to http://www.bay12games.com/dwarves/mantisbt/my_view_page.php

It probably falls under this report.

635
DF Suggestions / Re: Throw moving enemies for at least one tile?
« on: March 27, 2012, 09:37:10 pm »
I'm about 95% certain that the underlying problem is the same for both knockback and throws.

637
DF General Discussion / Re: Future of the Fortress
« on: March 27, 2012, 10:36:50 am »
So hauling a creature will stop a mood? I think thats the first time I've seen something stop a mood. A mood is a mood! You can't just stop one, right?
No, mood will not start during leading animals.

It's interesting that he chose to fix it that way instead of making dwarves just stop leading animals when struck by a mood.  Maybe indicative of the inflexibilities of animal hauling or the job system in general.

639
DF Suggestions / Re: growing up
« on: March 26, 2012, 03:01:38 pm »

640
DF Announcements / Re: Dwarf Fortress 0.34.06 Released
« on: March 25, 2012, 07:51:57 pm »
They have to have grasps or heads, but yeah, presumably a skull totem is no longer recognized as a head.

Is a head not a grasper? My adventurers seem to hold plenty of 'ammo' (lips, ears, fingers, that sort of thing) in their mouths.

No, "grasp" specifically refers to body parts with the GRASP tag, which means hands and maybe tentacles and stuff.  Mouths get some special grasp-like abilities, but they aren't true grasps.

641
DF General Discussion / Re: Future of the Fortress
« on: March 25, 2012, 02:52:36 pm »
A full body robe only counts as a shirt currently, meaning at the very least four items per dwarf are required.

Are there any plans to make upstep and ubstep work for covering up a dwarf to prevent bad thoughts?

This probably deserves a bug report.  There's already some known weirdness with UBSTEP and LBSTEP.

Incidentally, are there any plans for gender specific clothing?

Doesn't quite answer the question, but Toady has touched on this and it doesn't sound like it's a priority:
Quote from: Toady One
Finally, there aren't any gender links to clothing right now, so you might see male dwarves in "dresses" and "skirts" in the new worlds.  Keep in mind that men all over the world wear clothing like this, and that's what is meant by these generic terms.  You can remove the items from the entity raw before you play if it makes you feel uncomfortable.

642
DF Announcements / Re: Dwarf Fortress 0.34.06 Released
« on: March 25, 2012, 01:02:40 pm »
Started as an adventurer in 34.06 and was asked to rid a town of its vampire. When I located and attacked the vampire, I discovered that she was carrying *hundreds* of crowns, amulets, and rings made out of human body parts in *each* hand, as well as wearing hundreds of human body part earrings on each ear. She was very easily beaten; in fact, I don't think she ever made an attack, probably because she was so encumbered by the thousands of pounds of crafts she was carrying/wearing.

Excessive vampire trophy-wearing is on the bug tracker.

643
I'm just babbling, but why don't we fix the bugs and Toady adds the features? That might get stuff done more quickly, and it means Toady can be as creative as he likes. There's plenty of bug fixing mods, why don't we make them a bit more official?

Are you talking about open-sourcing the game or something else?  The open-sourcing discussion has been had.  Also, managing the bug tracker is vastly different from actually fixing bugs in the game's code.

644
DF Announcements / Re: Dwarf Fortress 0.34.06 Released
« on: March 25, 2012, 10:31:03 am »
But all that's a bit of a downer.  In concept, I like the changes, and I applaud them.  I'm sure it's just this particular machine going doolally-tap, or something.

Yup, so far 2.5 worldgens (out of 3 started, but this third is taking a while to get the maximum-sized world up to whatever century of life I extravagantly set the target as, to really strain the system) and no similar crashes/disappearances of the application.

Won't have time to play seriously with them, possibly, until after the weekend, but just wanted to give reassurances before I go off-forum for a while.

World gen crashes are being reported here.

Only things capable of grasping can be animated, and only if they retain their approximate original form. That's the internal logic of the game.

They have to have grasps or heads, but yeah, presumably a skull totem is no longer recognized as a head.

645
DF Bug Reports / Re: [0.31.01]How-To: Using the Mantis Bug Tracker
« on: March 24, 2012, 09:46:07 am »
Yes, using a tilde (~) instead of a hash (#) will link to a comment.  For example, typing ~21683 on the tracker will link to comment 21683 (regardless of what issue it's attached to).

Monitoring is mainly relevant for notifications, although I think some or all of that is disabled in our configuration.  Its most basic function is just being a list of bugs that you care about.

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