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Messages - Logan

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1
DF Community Games & Stories / Re: Nist Akath. Betrayal in the Tundra.
« on: March 15, 2008, 08:53:00 pm »
quote:
Originally posted by Istrian:
<STRONG>Let the game randomness decide of the outcome of this glorious/dubious battle.</STRONG>

There's no randomness here. Ironblood would wreck the hydra. He's still got his (legendary?) wrestling skill, so even naked he's still untouchable.

That said, I say The Captain lives. Make the hydra as nasty as you want, but the hero wins.


2
DF Modding / Re: SIZE
« on: March 22, 2008, 11:33:00 pm »
Now he's REALLY getting huge!

I hope my body can take it.


3
DF Modding / Re: Make a one stop shop?
« on: March 05, 2008, 11:32:00 am »
You can't make beer directly, nor anything else that must be in a container (liquids, extracts, powders, etc). You can have them as a product, but they'll just be spilled in the smelter and cleaned up.

For your second question, your quest starts here: http://www.dwarffortresswiki.net/index.php/Reactions


4
DF Modding / Re: two item token / reaction questions
« on: March 04, 2008, 09:26:00 pm »
It sounds like the usual reagents-in-containers problem. The smelter won't search inside anything for its reagents, although dwarves will. If you can get some extract or powder just laying around, it'll show up in the task list and your furnace operator will be more than happy to use the stuff that IS in containers.

quote:
Originally posted by Kagus:
<STRONG>And if you can figure out how the hell you actually do work the damned itemcorpse arguments, lemme know.  I've been struggling with getting a creature to turn into a plant for some time.  It's always a damned rat weed that pops up.</STRONG>

If you want actual plants (not any sort of plant derivative), the Matgloss is ignored. See http://www.dwarffortresswiki.net/index.php/Reaction#Notes


5
DF Modding / Re: Slag!
« on: March 22, 2008, 02:58:00 pm »
quote:
Originally posted by Kagus:
<STRONG>Ah, I must have been confusing it with some other thing related to metal smelting.  At least that other thing is a fraction and not a probability.</STRONG>

Melting finished objects produces fractions of bars that are stored invisibly in the smelter. If you melt a hundred daggers in a hundred smelters, you won't get anything. If you melt them in the same smelter, you'll get a nice pile of bars.


6
DF Modding / Re: Can I Has Memory.ini?
« on: March 17, 2008, 09:00:00 pm »
The problem isn't memory addresses, it's that (V)iew Creature works differently as of 38a. The utilities that use V to "target" their effects need to be recoded, possibly from scratch (we still haven't figured out exactly what changed).

7
DF Modding / Re: number of starting dwarves...
« on: March 16, 2008, 10:34:00 am »
I find it's a little more interesting to have one productive dwarf and a couple slackers. The whole lone dwarf thing is cool in principle, but tedious in execution.

8
DF Modding / Re: Quick Reaction Question
« on: March 10, 2008, 12:01:00 am »
It needs a matgloss. Your example has NO_MATGLOSS, which often produces freeze-boiling objects.

9
DF Dwarf Mode Discussion / Re: Bags of sand and seeds
« on: March 17, 2008, 11:43:00 am »
The idea is to restrict the stockpile to only two bags. They'll cram a whole bunch of one-seed bags into a barrel, and that defeats the purpose.

10
DF Dwarf Mode Discussion / Re: Bags of sand and seeds
« on: March 17, 2008, 10:49:00 am »
quote:
Originally posted by ikkonoishi:
<STRONG>Disable all stockpiles from holding seeds. then make a very small seed only stockpile near your farms. Allow dwarves to cook any seeds for things you can't grow or don't want to grow.</STRONG>

quote:
Originally posted by RickiusMaximus:
<STRONG>There is also a limit of 200 of each seed, so your problem will solve itself in time.</STRONG>

This. A bag will hold up to 100 seeds, so a two-square stockpile (zero barrels!) set to hold one type of seed with two bags set aside (just keep extra bags on hand, there's no way to designate or reserve them for anything) will keep your stray seeds under control. Make sure your regular food stockpiles are set to disallow seeds, otherwise you'll have a lot of tedious housekeeping to do in a hurry.


11
Sounds awesome. Now, how do I stop immigration without blocking off caravans, sieges, and wildlife?

12
The weapon trap trick should work for that, too. When picking items for construction, the expanded list sorts by distance.

13
quote:
Originally posted by Misterstone:
<STRONG>Note that the top pump is necessary because magma is "chunky" and will not flow up even if a pump is putting pressure on it one z-level below.</STRONG>

That's normal pump behavior, even with water. Pumps don't apply any pressure (nor do they allow it to carry through). You have to make the water fall to get pressure.


14
DF Dwarf Mode Discussion / Re: Damn the weaponsmith
« on: March 21, 2008, 09:46:00 pm »
Note that you should try to do all your melting in the same smelter. The return isn't one-for-one, but the smelter keeps its fractions of bars.

15
DF Gameplay Questions / Re: ooooooooooooook....
« on: March 17, 2008, 08:44:00 pm »
quote:
Originally posted by Drakis:
<STRONG>legendary woodcrafter...</STRONG>

That's 23 non-whitespace characters. TWENTY THREE!


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