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17
DF Suggestions / small changes to hauling
« on: May 19, 2012, 06:37:34 pm »
so hte new hauling system is nice but i still miss a little feature:
first wheelbarrows should be also assignable to certain workshops
* smelter, mason, craftsdwarf using stone/ore anyway even with a stockpile next to them the slowdown is noticeable
* and the butcher in case of large animals/forgotten beasts/titans
the a command on stockpile should get another option: "take from burrow" and opens a new command line that let you switch though burrows
* so you can make sure a certain area will be cleared, very useful for dedicated mining stockpiles so they dont run with their cart to the other end of the mines to get one stone, or if you want to clear living area of stone fast with a stockpile outside without needing to dump and undump them first
craftsshops should also show if they are linked to stockpiles in the same way stockpilse get a list of their links
first wheelbarrows should be also assignable to certain workshops
* smelter, mason, craftsdwarf using stone/ore anyway even with a stockpile next to them the slowdown is noticeable
* and the butcher in case of large animals/forgotten beasts/titans
the a command on stockpile should get another option: "take from burrow" and opens a new command line that let you switch though burrows
* so you can make sure a certain area will be cleared, very useful for dedicated mining stockpiles so they dont run with their cart to the other end of the mines to get one stone, or if you want to clear living area of stone fast with a stockpile outside without needing to dump and undump them first
craftsshops should also show if they are linked to stockpiles in the same way stockpilse get a list of their links
18
DF Dwarf Mode Discussion / how do i use minecarts properly?
« on: May 19, 2012, 02:05:22 pm »
so just because i know someone would try this: with properly i mean for hauling, not to weaponize them
i set up a small track from an excavation site (magnetite, bitoumus coal and dolomite all on the same place
) with properly route (no yellow exlamation mark anymore)
yet my dwarfs totally ignore the tracks/minecart and still just use wheelbarrows to bring the stuff to the melter stockpiles...
i set up a small track from an excavation site (magnetite, bitoumus coal and dolomite all on the same place
) with properly route (no yellow exlamation mark anymore)yet my dwarfs totally ignore the tracks/minecart and still just use wheelbarrows to bring the stuff to the melter stockpiles...
19
DF Suggestions / Re: Wheelbarrows for Construction & More
« on: May 19, 2012, 02:02:20 pm »using boulders for construction is fairly foolish now. Blocks are easier to carry and you get 4 out of each boulder. I agree that more than 3 wheelbarrows should be available per stockpile, but using smaller stockpiles takes care of the issue anyways.
there is still mason and craftdwarfs that use raw stones (for example to make said blocks :p) even with a stockpile next to them you notice they are suddenly a lot slower for the few steps and should use a wheelbarrow for that too, maybe allow wheelbarros assigned to mason, craftdwarfs and butcher (large animal corpses) like with stockpiles
20
DF Suggestions / some small raw changes i would like to see in vanilla
« on: May 19, 2012, 03:42:03 am »
i know this is something i can do easily alone, but they should at least ease modding a bit, espcially if new versions come and we got to change a few things back or help with finding stuff faster
split plants into several raw files like creatures
at least for "plants_standard" for all the surface plants like wild strawberries
but also plants_subterranean plants_trees_subterranean plants_trees_standard
grass too should be split into subterranean and standard ones
also while we are at it, material value for feather wood should be raised, as its some very special kind of wood and being only in some good bioms also rare
same for value marble and granite should be raised by one, they are very sought after building materials and should outstand from their peers, making marble worth like obsidian doesnt seem to far fetched and granite even without other uses same as the flux stones.
split plants into several raw files like creatures
at least for "plants_standard" for all the surface plants like wild strawberries
but also plants_subterranean plants_trees_subterranean plants_trees_standard
grass too should be split into subterranean and standard ones
also while we are at it, material value for feather wood should be raised, as its some very special kind of wood and being only in some good bioms also rare
same for value marble and granite should be raised by one, they are very sought after building materials and should outstand from their peers, making marble worth like obsidian doesnt seem to far fetched and granite even without other uses same as the flux stones.
21
DF Modding / Re: [0.34.x] Rhenayas Drow Mod
« on: May 15, 2012, 01:41:57 pm »v2.4
* giant drowspider is now milkable and produces silkmilk
* new building "spidery" for spinners to produce silk thread out of the silkmilk
* sadly not properly tested yet :x
* updated for .08 with wheelbarrows and minecart tool in entity raws
22
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 4/12/12 see first post)
« on: May 14, 2012, 06:54:58 am »
where is my df .08 the rapist upgrade? :x
23
DF Modding / Re: What mods do you play with?
« on: May 12, 2012, 07:38:11 pm »
df the rapist of course
also soundsense, makes the game a lot more awesome
and then for actuall mods:
sphr mix tileset
phoebus creature graphics
kotakus naga
and my own mods (alchemist and drow)
also soundsense, makes the game a lot more awesome
and then for actuall mods:
sphr mix tileset
phoebus creature graphics
kotakus naga
and my own mods (alchemist and drow)
24
DF Modding / Re: Making DF less fantasy
« on: May 02, 2012, 05:02:55 pm »
its same with babysnatcher tag and cattle... all they bring and leaving map will be marked "the kidnappers made of with tame yak cow" etc its a modding bug but no consequences.
25
Forum Games and Roleplaying / Re: Rate the avatar of the person above you!
« on: May 02, 2012, 02:28:31 pm »
srsly let others a chance to rate too and not only you pengiuns :p
so you still get 7/10 because it looks odd and nice at the same time :x
so you still get 7/10 because it looks odd and nice at the same time :x
26
DF Suggestions / Re: Copy uniform
« on: April 30, 2012, 02:05:58 pm »
i tried that, but if one piece changes, everything falls apart, and its very annoying solution to beginn with
27
DF Modding / Re: Definitely not an Elf mod here....
« on: April 30, 2012, 02:03:14 pm »
i got a large and update dark elf mod, does this count too? :x
28
Other Games / Re: Dwarfs!? - New casual indie game on Steam
« on: April 30, 2012, 10:44:37 am »
looks like all keys are used now, to bad
but i wonder if there is any ETA for game of dwarves :x
but i wonder if there is any ETA for game of dwarves :x
29
DF Modding / Re: Definitely not an Elf mod here....
« on: April 27, 2012, 09:33:42 am »
just remembered why not makeing an aboveground oil plant like the rock nuts? you can make soap from that already then?
so copy rock nuts and make them aboveground
though for the seeds you still need to at the wood template as wood_mat and then use the get_material from reagent thingie with that
so copy rock nuts and make them aboveground
though for the seeds you still need to at the wood template as wood_mat and then use the get_material from reagent thingie with that
30
DF Modding / Re: Definitely not an Elf mod here....
« on: April 27, 2012, 09:30:28 am »
for the seeds you need to add a wood mat (you can copy that line from trees) and the soap mat (same line just using soap template) to all the plant raws, so you can use those
then you can use the mats in reaction products to get them with the prefix from the plant
then you can use the mats in reaction products to get them with the prefix from the plant