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Messages - Areyar

Pages: 1 ... 174 175 [176] 177 178 ... 184
2626
DF Gameplay Questions / Re: Clothing?
« on: May 16, 2008, 07:10:00 am »
That answers exactly nothing. :/

The question remains: why dye thread.
It is woven automatically into cloth, which can be dyed, there are no other uses for thread.
finished goods (clothing) cannot be dyed, fine they are made from cloth.
sew cloth image is made from cloth.

It must be something which has planned features still missing...


2627
DF Gameplay Questions / Re: Clothing?
« on: May 15, 2008, 08:45:00 pm »
small question:
you can dye cloth, but also thread.

why do so?
What is the benefit of dyeing a thread to dyeing a cloth?
It's not as if the dyeing can fail miserably, causing dwarfs to vomit whenever they see the colour...
I'm dying to know.  :p


2628
DF Gameplay Questions / Re: Well...I have a problem with my well
« on: May 14, 2008, 07:01:00 pm »
Have you created a room, meeting hall i think it is, from the well?

When you do, dwarves will try to use it to get water.
Even when something blocks the wellshaft, it then generates a message along the lines of "Alrast cancels job get water from well: no water".


2629
DF Gameplay Questions / Re: Setting a zone...
« on: May 14, 2008, 10:35:00 am »
Asuming you are referring to zones.

default is grey = inactive for all options.
you can enable as many as you want, but some may not be as usefull.
For example sand collection or fishing has an efficiency of (0) in inapropriate places.

Setting a zone to pond/pit [p], activates another option [P]
which activates the pond management menu in which you can set is as a pond(full) or pit(empty).
You can also designate the creatures that you want your dwarves to haul to the pit/pond there.

[ May 14, 2008: Message edited by: Areyar ]


2630
Even in death Lir 'spikedfist' Rumbar continued to shed blood of his fellow dwarves.
For his comemorative iron statue, menacing with spikes of obsidian, had a place of honour in the barracks.


tasks that take them into water of 3-4 deep also scares them.

(I'm currently dumping animal corpses in a ramped pit near my butchery, the message the cancellation generates is nice because I can then go to the pit and un-dump the meat for processing. Benefit: Dump designation reaches the whole map, while the butchershop has only a small effective reach.)
Also, I just found out having the same dwarf hunt and butcher is ineffective, she will run around the map killing everything and let the abatoir turn into a putrecene factory.

[ May 14, 2008: Message edited by: Areyar ]


2631
DF Bug Reports / Re: Imp rotting in the magma
« on: May 14, 2008, 05:52:00 am »
O_o

seems vermin are fireproof and corpses not always burn in magma.
Is that guy right about the !!Flies!! ?
They are troubling.
not that burning vermin should survive for long, but those things can teleport.

another reason to not build food stockpiles near magma.


2632
DF Bug Reports / Re: Imp rotting in the magma
« on: May 13, 2008, 06:04:00 pm »
Just yesterday had to deal with some putrid crud <shivers>
some temp had parked a dumpster overfilled with food debis in a corner some time ago. It had gone unseen by all, when discovered the barrel was topped of with rainwater... and we've had two weeks of sunshine minimum.
Not really dead meat smell yet, due to the anaerobic conditions from the water, but sour and foul none the less.

You a biologist Chtulu, or just a fascination with the macabre?

sorry spam. I'll try to rectify it with some relevant biotech babble.

Anyhow You are right to point out the rotting imp in magma, it should by logic just decay without smell or melt. ...on the other hand, if it floats, convection would enable smoke etc to dissipate from the corpse...smell of burning chitin..hmmm. noxic smoke: fumes from some smoldering fire retardant materials can actually be quite toxic. unsure if carbon monoxide and similarly reducing anoxic fumes are an issue with magma...in open air oxygen supply is no problem, but in a cave?


2633
DF Bug Reports / Re: Imp rotting in the magma
« on: May 13, 2008, 03:46:00 pm »
Even if there are no free living magmaphilic microorganisms, the ones carried in  the gut of the imp should decay it from within.
Else natural decay due to loss of regenerative life processes (whatever they may be for demonic magmacreatures) should render the imps fire resistance less effective over time.
superheated air should be pure, yet air near a magmavent is not generally breathable either. :P

2634
maybe they just need it because they are otherwise too morose to move.

Or perhaps with their long lifespans they get all philosophical and ponder the meaning of rock or the many shades of grey in antracite, alcohol would blurr these intriguing thoughts and leave a dwarf in a mood to do something physical.

Dwarves can be very focussed (as demonstrated by the various strange moods and obsessions), alcohol may dull the brilliance of dorfs just enough to get some work done during the day. (without running off muttering to themselves and selfishly claiming all sorts of stuff)


2635
DF Bug Reports / Re: Frozen windmill??
« on: March 04, 2008, 06:20:00 pm »
Maybe the mechanism in the windmill is broken (eg 'frozen')?

2636
DF Bug Reports / Re: Thirsty dwarfs are suicidal.
« on: February 29, 2008, 06:44:00 pm »
Didn't know that 'orders' command, I figured it was for curfews etc.
I'll use it a.s.a.p.

I tried killing the monster sturgeon named that lives in the tastiest pond, but managed to lose 5 dwarfs. (I cheated with a hard reset)
The carp have grown fat on dwarf chunks and the river is positively bursting with carp now and is stained red for two seasons in a row.
This was after I tried to build a pump in order to drain the pond, but the builders were terrified to get near it(unless thirsty).

experiment in using a grate to filter the river didn't work: grates are built at surface level...putting it in a tunnel might work, but I doubt it. Would vertical bars do the trick?


I just robbed a rope off those haughty elven traders, for some reason they were offended by me selling them corpse clothes of animal derivated materials and I really wanted that rope.
Probably I should build a defensive wall inside the moat to defend agains possible  punatitive actions from them.

anyhow. nighty night.  :)


2637
DF Bug Reports / Thirsty dwarfs are suicidal.
« on: February 29, 2008, 04:26:00 pm »
For some demented reason, my dwarfs prefer to go for a drink in creature-infested waters.

I accidentally polluted my moat with some bodyparts and now they will travel far to drink from murky pools infested with predatory fish, while a perfectly good stream and non-infested pools are closer by.

I tried making the dangerous areas restricted and assigning drinking zones in safer locales, but they are determined to kiss the pikes, carps and other fishy friends.

Next time I'm taking an anvil, so I can manufacture a chain myself.


2638
DF Bug Reports / Re: Check Chest
« on: February 29, 2008, 04:32:00 pm »
I put a cabinet in my Organisers' quarters and everyone kept tramping through his office to gawk at it, got more visitors than the mural depicting the mona-lisa.

2639
DF Bug Reports / Re: Adventure Z-walking
« on: February 29, 2008, 06:49:00 pm »
Yeah sorry about the mix up, I really thought the up/down thing was a bug.
I'm using a custom font, so that may have been the root of the problem.

2640
DF Bug Reports / Re: Adventure Z-walking
« on: February 28, 2008, 11:56:00 pm »
Ah I found the answer to my initial bug report question.

The keys to go Up/Down are <and> not / and * as stated in the help text.


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