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Messages - hedgerow

Pages: [1] 2 3 ... 11
1
General Discussion / Re: ♪ The Great Music Thread ♫
« on: December 23, 2023, 07:48:34 pm »
I found this after watching the Steins Gate movie:

King of the Damned

2
DF Gameplay Questions / How do I disable creature graphics?
« on: December 01, 2023, 09:32:05 am »
I was playing Dwarf Fortress on an older client and noticed that, after downloading and installing the Lonesome tileset with spacefox character sprites, the animals had graphic sprites instead of Lonesome's default tileset, and it's actually rather ugly in comparison.

Can you tell me which character and creature sprites are used in this mixup of Lonesome and graphics?


3
DF General Discussion / Re: Could UI be returned to classic?
« on: November 26, 2023, 10:15:28 am »
Hello all...

Is there any ways to convert UI back for latest versions or it is lost for good?

To directly answer your question, no. not without great effort...

About all I want in the future is to turn the whole HUD off because that worked in 2009.

4
General Discussion / Re: Post whatever you want
« on: November 26, 2023, 10:12:41 am »

5
General Discussion / Re: The Dream Thread
« on: November 26, 2023, 10:10:02 am »
Those mischievous shadow raptors escaped their basement cages and were roaming around the house.

(My wife punched me in my sleep, because apparently I was yelling... I remember I was yelling at the raptors in the dream...)

I actually rolled off my bed frame once at 24 and that was the most earthbound dream I can recall.

6
Man you wanna know what I read on my laptop.

Oil Spill

We wouldn't really suffer the smell of skunkfish this late in the year though.

7
DF Dwarf Mode Discussion / Re: What to fill a pyramid with
« on: August 05, 2023, 02:15:00 pm »
Heya, I built a limestone block pyramid without any idea of what to actually put in it, any cool ideas? So far I've been suggested a tomb filled with treasure, some kinda battle arena, and a temple (also filled with treasure), but I'm wondering if anyone has any other ideas out there :)

Radioactive Maul.

8
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: August 03, 2023, 06:13:43 pm »
Lighting.

Gypsum Plaster.

Sprites.

Sound.

Console.

FPS.

Mode.

9
General Discussion / Re: If Man had a Natural Enemy
« on: July 30, 2023, 09:55:37 pm »
Like, a species which would be a natural enemy for us.

Water Bears.

10
DF General Discussion / Re: Floor plans for above ground structures.
« on: July 24, 2023, 11:02:37 pm »
I notice that above grounds fort struggling on hunger and lockdown seem to do well with mead barrels.

Spoiler (click to show/hide)

So I usually place two or three temples of the biggest sects and let them schism to different areas, and find quite a few stay below ground.

They never go thirsty, and there's always a group nearby, so accounting becomes easier, and I haven't struggled with many ghosts.


11
DF General Discussion / Re: Floor plans for above ground structures.
« on: July 24, 2023, 01:21:23 pm »
I'm pretty boring when it comes to above ground constructions.  I tend to start on the most flat terrain I can find and then level it to make space for apartment blocks and other buildings.  I tend to build in a small grid pattern, with 3x3 bedrooms arrayed in 2x5 rows in a single building that's usually 2 levels tall.  Sometimes I build paved roads between buildings.  I'll build a curtain wall around it all eventually, but early on that usually means that I have to deal with snatchers in open ground, which really sucks.

Ultimately that ends up meaning that it doesn't look so different from underground forts, though it's certainly possible to build flowing neighborhoods that follow the terrain.  Above ground constructions take long enough to do as it is, so I just take the simplest approach instead of doing that.  It would be really nice if we had better building planning tools, but that's something that we probably shouldn't wait for.

It's the pathing and traffic.  I was training my militia for year 2 and noticed they're averse to the mines.  All of the dwarves avoid the little holes to the deep.

Quite above ground.  Flirted with the spirit a while; told me masons moved their blocks around quite often, what with the standard construction effort of stone outfits going on for decades.

12
DF General Discussion / Floor plans for above ground structures.
« on: July 24, 2023, 10:30:12 am »
Considering a lack of district planning in the wilderness, I've come to realize the floor plan for larger rooms comes from below and not from above.  I notably stopped including everything on a branch dig and realized that it's coming from below, so: what are the factors in floor planning above ground structures?

Edit: for instance, how do your floorplans change as you use constructions?  And how do they route and traffic in the end?

13
Edit: Well, I finished up everything four a two years.

It uh, it was uh, uh, uh.

I used Soundsense and found the caverns and it's good.


Was drunk last night too.

Uh.

Uh.

One of the dwarves had a child, and she told me everything it liked, and it liked bee demons.

So I dug a hole to hell and guess what I found.

Bee Demons.

14


Also bringing some Alka Seltzer because sodium bicarbonate is the cure for birds anyway.

15
I'm currently rendering an actual image of the forgotten beast in question.  If you see it, be sure to report it to the proper authorities.

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