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Topics - random51

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I'm having difficulties coming up with Small worldgens where goblin civs survive, much less where goblin and kobold civs are both present.

Anybody have worldgen seeds for this?
After using bulk worldgen via command-line, any way to check for civ survival outside of game?

2
DF Dwarf Mode Discussion / 42 screwpumps + 39 windmills =
« on: April 09, 2010, 01:36:56 pm »
Magma 4 z-levels down instead of 46 z-levels down. Now that I have it, I'll have to figure out a number of entertaining things to do with it besides [fuel].

Map at DFMA:
http://mkv25.net/dfma/map-8425-granitebites

I suppose some of that map could be considered spoilers for the latest version of DF.  View at your own risk.





3
DF Modding / Reactions with stacks possible? (0.31.01)
« on: April 06, 2010, 01:13:12 pm »
I'm trying to duplicate some workshop functions in a custom workshop and wonder if there are ways to handle stacks? Specifically I'm trying to put milling reactions in a custom workshop so I can create jobs for each possible millable object instead of letting the miller flip a coin whenever I ask him to mill.

I've got it working where 1 plant + 1 empty bag = 1 dye in a bag + 1.5 loose seeds.

Of course the miller carried a stack of 3 plants over there, it would be nice if I could specify that he should process the entire stack, instead of just one of the individual plants per job.


4
DF Gameplay Questions / Two perfect amber opal artifacts in a row.
« on: April 03, 2010, 04:54:18 pm »
What are the odds? Two strange moods, each of them producing a perfect amber opal.



EDIT: I'd move it to dwarf mode discussion if I could.

5
DF Bug Reports / [0.31.01]Legendary Dining Happy Thought
« on: April 03, 2010, 04:41:42 pm »
I have one unassigned dining room for all of my non-nobles. This dining room is rated as "fine" in View Rooms/Buildings.

All of my dwarves have a happy thought for having dined in a Legendary Dining Room. This is a couple years in so I don't think that could be from some dining experience they had before embark.

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DF Gameplay Questions / Cooking(DF2010)
« on: April 02, 2010, 11:21:46 am »
I have multiple types of meat that I brought along at embark and quarry bush leaves that I've just processed, yet when I try to prepare an easy meal it says I don't have two cookable items.

7
DF Gameplay Questions / Production Layouts
« on: March 15, 2010, 08:37:47 am »
I did this farming layout awhile back, works great with the 1 farmer, let excess rot in the field method. Build it, then forget about it, except for tweaking barrels in the plant stockpiles if needed.

What other production layouts do people find themselves using over and over again because they work so well?





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DF Modding / Changing iron/steel so it melts in magma
« on: September 19, 2009, 09:27:31 pm »
Is this as simple as changing the material raw for each of those?  I've got 500-600 iron and steel bolts stuck in my magma garbage disposal, I'd like them to melt. :)

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DF Dwarf Mode Discussion / Sun Berries
« on: September 14, 2009, 05:53:39 pm »
I've run probably 50 different forts and only managed to acquire the elusive berries once.  Even then, I only found a small bag of them in the debris from a supply caravan that got decimated on the way in.

How do I get those pesky elves to bring me the berries I need for the liquor my dwarves crave?

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DF Dwarf Mode Discussion / Vault 13
« on: April 03, 2008, 05:06:00 pm »
I've decided to take a new approach, here is how it works:

16 dwarves in the fortress(initial group plus part of first migrant wave).

Lock system on the surface.  Big room, trapped entrance and exit, lockable doors on both sides, big stockpile area in the middle.

When the migrant wave comes, open the external doors, lock the internal doors and wall them up.  Migrant dwarves set to build/rebuild depot, harvest wood, do external construction projects---windmills, dams, waterwheels, channels, etc.  Harvested wood and other useful items are stockpiled in central area.

When stockpile is full, reverse the locks.  External doors locked, internal walls taken down, doors open.  External stockpile removed and internal dwarves hall in the loot.

Rinse and repeat.

Keep a meeting place near the depot so you can keep track of inactive migrants and so that ambushes will come to the depot often.  Keep depot up so that caravans including guards will arrive periodically.  Caravan guards kill and are killed by goblins, kobolds, etc., which provides a steady supply of iron/steel armor/weapons.

Works great. I never risk my skilled workforce, nor do I have to feed/support more than 16 dwarves plus their children and a few cats. Migrants die frequently but are replaced regularly. Overall population stays low, yet value of fortress steadily increases.

Only real negative so far is that it prevents the training of a skilled trader.


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