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Messages - Scruga

Pages: 1 2 3 [4] 5 6 ... 61
46
DF General Discussion / Re: How many dwarves can I fit in this laptop?
« on: October 02, 2010, 01:21:53 pm »
2x2 embark. Trust me on this. There's a mod somewhere out there that allows 1x1; you might want to use it.
I want that! More info! :O

47
DF Dwarf Mode Discussion / Re: Max size map (16x16).
« on: September 28, 2010, 01:54:18 pm »
one thing though, 16x16=256
while 5x5 = 25

Yes, 16x16 is TEN times bigger than 5x5. And that gives pathing a massive amount of more possible paths to take. So you might indeed be underestimating it.

(10x10 is four times 5x5 :P)

48
DF Dwarf Mode Discussion / Re: Achievement Unlocked (IMG heavy)
« on: September 25, 2010, 02:33:23 pm »
Not everyone's mother tongue is english...

49
euh is the ice thing really possible?

50
DF Dwarf Mode Discussion / Re: Nethercaps and refrigeration
« on: August 16, 2010, 03:55:46 am »
Is this for serious? We have some supercoldmaterial? o.o

51
DF Dwarf Mode Discussion / simple underground
« on: August 15, 2010, 10:36:02 am »
I'm planning to do an underground megaproject and i don't want the walls to have all kind of silly colors. Is there a way to gen a world with less frequent minerals?

52
DF Dwarf Mode Discussion / Re: Dwarven bedroom standards
« on: August 13, 2010, 02:48:43 am »
But I want my dwarves to sleep in the mud if that's what's necessary :(

53
DF Dwarf Mode Discussion / Dwarven bedroom standards
« on: August 13, 2010, 02:25:33 am »
Am I doing something wrong or are dwarves still stealing eachother's beds?

54
DF Dwarf Mode Discussion / Re: Migrants arrive from the ocean
« on: August 13, 2010, 01:01:42 am »
Aesthetics aren't dwarfish.
Wrong. They are, look at the greater examples of dwarven engineering, they were all beautiful. Undergrotto, flarechannels, etc...

Now OT, there are places where entire oceans melt and freeze!? I need a map and location!

55
DF Gameplay Questions / Re: You don't belong here citizen!
« on: August 10, 2010, 08:38:10 am »
Thanks for the replies guys but I think I know what I'm going to do, or not do

56
DF Gameplay Questions / Re: You don't belong here citizen!
« on: August 10, 2010, 05:39:26 am »
ow dang if that's the only way i'm not gonna do it:P

57
DF Gameplay Questions / You don't belong here citizen!
« on: August 10, 2010, 04:14:11 am »
I want my fortress to have a place where only my starting seven can go. It has to be openly connected to the other part of the fortress. Just some basic stuff like a dining hall, bedrooms, food stockpile and everything high quality of course. Is it possible to have a place where all dwarves except a certain group don't go?

59
DF Suggestions / Re: Nothing Sacred Left: Add Sewage Already
« on: June 10, 2010, 12:23:52 am »
As a new player I really don't see the harm in this being added at all.  Though it would make perfect sense to have it as an init setting for those that don't want it or don't want to have to worry with designing fully working sewage system. It would be nice if the whole "producing waste" task happened only when dwarfs are on break. Somehow I could almost forgive my pump operator (saving the fort from excess magma fun) abandoning his job to attend to his bodily functions rather than just being bored with work.
I won't say too much since what I think has already been said over and over.
Although one of the things I found strange with Dwarf Fortress is that it is very easy to have a self sustainable fortress, the whole producing waste makes a self sustainable fortress just that bit harder to reach which seems fair to me. That said dealing with waste should be simple enough, either dig some holes and pit it with buckets or make a complex sewage system that can attend to the needs of a full population of boozers. I'm a bit iffy about animals creating filth though, they're already annoying enough with their children and their hatred of high frame rates.


2) Potash makers will become more useful. Change their title to Fertilizer maker, add a reaction to combine potash and manure to make fertilizer. You can also add the ability to fertilize crops with potash, manure or fertilizer.
3) I don't advocate giving adventurers the ability to squeeze one out whenever they want. Consider it abstracted into traveling. However, adventurers exploring sewers should have the option of flinging poo.

For 2) that makes sense and could open up the opportunity to have a lower class dwarf that has to live his life digging through sewage to fertilize crops. The benefits are higher crop yield but at the cost of higher rates of disease among these unhappy labourers (might even help to create a crime system where unhappy poor rat hunters dwarves turn to stealing).
As for 3) This seems to be the main thing people seem to have against the idea of sewage in dwarf fortress. I agree with the whole "only producing waste while travelling since it makes enough sense" I don't think the whole "crap as a weapon" should be added only since it just seems strange to throw sewage at something that lives in sewage. I doubt throwing some sludge at a monster is really gonna stun it enough to consider twice about biting off your face, might even make the thing angrier. Besides the point of the filith is to add an extra layer of thought to designing rather than something that is meant to be "hi-larious".
Such a wall of text about the presence of poo.

60
DF Suggestions / Re: Nothing Sacred Left: Add Sewage Already
« on: June 07, 2010, 02:39:01 pm »
I'm totally for any kind of excrements, and I don't quite get it how theres no problem with cutting people open and preparing their intestines while they are still partially alive or equally weird and brutal stuff is no problem, but common shit is.
I totally want to organize a sewage system together with automated field fertilization and drainage.
I understand some people don't want it, but some people also don't want sieges or dwarfs eating or skill rust, etc.

Just, how will dirty water act if it comes in contact with clean water?

THIS IS AN EXCELLENT QUESTION AND THE REASON WHY I MADE THIS THREAD.

I do not know. I suppose every 1/7th of a filth tile could contaminate a full 7/7 water tile, or such, with filth washing down the sewer's flow. It depends on how Toady goes ahead with liquid combining code, something which he has had on the to-do list for quite some time. I would rather like to see filthy water dilute out to nothingness given a large enough receiving body. Dwarven waste treatment plants anyone? I can see it now, massive embark-tile wide cisterns constantly filling and pumping with a precise recipe of filth and fresh water, carefully measured out in reservoirs, that completely neutralizes the filth before it is pumped back into the fresh water system so many fathoms above.
Now I want sewage. You made it dwarfy.

/thread

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