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Messages - Fossaman

Pages: 1 ... 45 46 [47] 48 49 ... 71
691
DF Suggestions / Re: Fluids Flow and Flood.
« on: February 01, 2009, 10:53:28 pm »
I like this. As it is, fluids are funky when you've got a lot of them together. The mechanics we've got are great for small areas and single tile channel or pipes, but this would really improve the behavior for lakes, oceans, rivers, and the like.

692
DF Gameplay Questions / Re: Lazy Dwarves: No Dumping
« on: February 01, 2009, 10:36:43 pm »
Do you have a dumping area zoned? If there's nowhere to dump stuff, they won't do anything with dump designated items.

693
DF Dwarf Mode Discussion / Re: Poor little naked mole dogs...
« on: February 01, 2009, 08:41:02 pm »
Only if you add a [CHILD:N] (where N is the length in years of childhood) tag to them in the raws. Otherwise, no go.

694
DF Gameplay Questions / Re: Determining mandate frequency
« on: February 01, 2009, 12:19:52 am »
Question: Do the decorations on the item have to be magma proof also?

Just wondering.

695
DF Dwarf Mode Discussion / Re: Merchantfortresses without a wagon?
« on: January 31, 2009, 09:45:46 pm »
Interesting. I just had this happen with my fortress too. I'll have to check if I've got any wood.

EDIT: Nope! No towercap logs to be had. Apparently my wagon disintegrated upon launch from the settlement catapult, scattering my supplies over a slightly larger area than normal.

696
DF Dwarf Mode Discussion / Re: Encrusting
« on: January 31, 2009, 08:50:15 pm »
Say rather that large gems are already cut. When you order your jeweler to cut gems, sometimes he'll come up with a large one instead of a small one. They count as a finished good rather than a gem, and so are encrustable.

697
DF Dwarf Mode Discussion / Re: Poor little naked mole dogs...
« on: January 31, 2009, 08:47:58 pm »
Yeah, I figured they were dying of old age. But I didn't see any messages. I guess you don't get them for wild beasties.

And as for the maxage tag, I've been able to change the max age on cats, for example, with currently genned worlds. Set it lower, and they all die. MUAHAHAHA--sorry, carried away there. Anyway, I don't think that chasm had cave spiders at all, so I went ahead and went to a new world and a new fortress. this one does have spiders...and probably about 100 z levels, both chasm types, and an underground river. Not complaining. :D

698
DF Dwarf Mode Discussion / Re: Poor little naked mole dogs...
« on: January 31, 2009, 07:11:12 pm »
Well, since the last four mole dogs died in cages, inside my fortress, in a non-exposed area, I'm pretty sure it wasn't that. My brook wasn't even freezing on this map, either.

699
DF Dwarf Mode Discussion / Re: Poor little naked mole dogs...
« on: January 31, 2009, 06:52:19 pm »
Are you talking about the vermin spiders, or the GCS? I'm talking about vermin spiders.

700
With the 40d9 version, I had to convert the art files to bmp from the png format it came in. Not sure what that was about. Runs fine, though. About 100-200 fps faster on a seven dwarf 6x6 flat embark.

701
DF Dwarf Mode Discussion / Re: Poor little naked mole dogs...
« on: January 31, 2009, 06:26:23 pm »
They were dying inside the cage, though. The last female has died, as well. So no naked mole dogs for me.

And I'm pretty sure there's no spider, as I haven't seen any web, and the miner I sent to walk the ledge they live on to scare them into the cages didn't get hideously devoured.

On the subject of chasm oddities: I haven't seen any cave spiders on this chasm...no webs or anything. Do they no show up in exposed chasms?

702
DF Dwarf Mode Discussion / Poor little naked mole dogs...
« on: January 31, 2009, 06:09:06 pm »
My bottomless pit started out inhabited by seven or eight naked mole dogs. Now there's only one, and I don't know why.

Half of them just dropped dead in the chasm, so I decided it was crucial to capture the remaining animals for conservation purposes. I managed to herd the four living mole-dogs into a set of cage traps. I thought this would be good enough to last me until my dungeon master arrived and set up a captive breeding program. But one of the remaining four died in a cage and was butchered. I decided to pit the remaining three in an enclosure in an attempt to make them breed, and instituted a genetic engineering project to increase longevity (read: edited their maxage tag in the raws). Alas, it was all for naught. The last male has died, and only a single naked mole dog remains. I fear the species is doomed to extinction...

So, anybody know what's causing this? They're just dropping dead. No visible cause, no purple death message in the announcements.

703
DF Dwarf Mode Discussion / Re: Rabid monkeys (death trap)
« on: January 31, 2009, 05:45:52 pm »
Good luck getting that many; animal populations cap out at around 60-70 per species.

704
DF Dwarf Mode Discussion / Re: Rabid monkeys (death trap)
« on: January 31, 2009, 05:26:51 pm »
Monkeys make everything better. It's a scientifically proven fact.

705
Of course. Which is why you make [MANURE:NO] the default option. :P

But I'd really like to see livestock manure at least. Not having manure fertilizer seems to me to be a gross oversight.

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