Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Quatch

Pages: 1 2 3 [4] 5 6 ... 63
46
DF Dwarf Mode Discussion / Re: Help! Sand drowing!
« on: May 15, 2012, 11:42:40 am »
Well, lookie at that.

"In memory of Tirist Niraludil / born 427 / Suffocated in the year 566 / Militia Commander of the flag of cloaks, 565 to 566/ Slayer of the forgotten   Beast / Loving mother and wife"

I guess someone went on a secret trip.

Thanks :)


Loading an earlier save reveals Naquuv, a towering humanoid composed of sandy clay...beware its poisonous vapours!

I can accept this death as Most Suitable.

47
DF Dwarf Mode Discussion / Re: Help! Sand drowing!
« on: May 15, 2012, 11:36:07 am »
I've not been to the caverns (they're walled off, but yes, there are beasties down there), so I think its unlikely. He also doesn't seem to have any other dustings, spatters, or anything else. Can syndromes have no coating? Whats the best way to check?

There isn't enough time between save and death to create any sort of wash station.


Looking around, there are others with sand (including some VERY dirty roosters), they seem alright.

48
DF Dwarf Mode Discussion / [solved] Help! Sand drowing!
« on: May 15, 2012, 11:11:48 am »
I have a dwarf. He has a little sand on his foot, and on his cloak. When he goes to sleep (on a bed which is on a tile with a pile of sand), he wakes up unable to breathe, winded, and dies within 20 paces.

What happened? Can I save him? (it was the 1st of autum shortly before he has this fateful nap)

Notes:
It wasn't the bed. I locked the room and he died elsewhere.
He shows no wounds or need of diagnostics in the health screen prior to fatality.
There is a lot of sand around (my sand collection area is in a main walking area), so the sand isn't unusual.

49
DF Dwarf Mode Discussion / Re: Issues with screw pumps.
« on: May 15, 2012, 10:14:54 am »
you can hide the boulders by pressing: d, b, h, then selecting them ([enter] draw a box [enter]). I do this in this situation so I can monitor water levels in my pumping arrangements.

50
DF Dwarf Mode Discussion / Re: Traps now block wagon access
« on: May 14, 2012, 09:04:13 pm »
My 34.07 fort upgraded to 34.08 with traps built before upgrade does not block entry to wagons.

51
Hey, awesome work.

Is there anything yet to be done that you can't find? I work in a university, so I have access to good scales, books, and research papers.

52
DF Wiki Discussion / Tile size
« on: May 04, 2012, 01:30:01 pm »
In FotF:
Quote from: Quatch
As part of the flying minecart physics, did you decide on a tile size?

Assuming gravity works like real world gravity and you can invent a time unit (obviously not linked to the dwarf mode calendar, which moves too fast for this), then a choice has been made.  It wouldn't make any fewer dragons fit in the tile though.  I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second, but it isn't that important or far-ranging in effect.

Where should this best be put in the wiki? (anywhere?)

53
DF General Discussion / Re: Future of the Fortress
« on: May 04, 2012, 01:22:42 pm »
Quote from: Quatch
As part of the flying minecart physics, did you decide on a tile size?

Assuming gravity works like real world gravity and you can invent a time unit (obviously not linked to the dwarf mode calendar, which moves too fast for this), then a choice has been made.  It wouldn't make any fewer dragons fit in the tile though.  I think for the purposes of the minecarts it turned out to be 2m x 2m x 3m with 10 clicks / second, but it isn't that important or far-ranging in effect.

Thanks. I'm not trying to pin you into any sort of paradox, and I'm fine with the simplification of the game allowing many things in the same spot. It just seemed like it was a possibility to have it finally answered when physics went in.

I am curious why those values were chosen. Although they are pretty much the 2m cube I was expecting, there is probably a interesting reason.

54
DF General Discussion / Re: Limestone Question
« on: May 03, 2012, 03:28:37 pm »
Thirded.

The only difference in block walls vs rock walls is that they are called "smooth" rather than "rough", and worth more.

The only way to "construct" a wall that you can engrave is magma casting. http://dwarffortresswiki.org/index.php/DF2012:Obsidian

55
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2012, 09:36:20 pm »
Quote
I've dropped skill-based mining drop rates

As in lowered the drop rate?

56
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2012, 06:01:50 pm »
As part of the flying minecart physics, did you decide on a tile size?

57
Forum Games and Roleplaying / Re: Igynpadca
« on: April 30, 2012, 06:31:30 pm »
let me link you to the best secret about it. Here!

58
DF General Discussion / Re: Future of the Fortress
« on: April 26, 2012, 03:44:38 pm »
What happens to a magma filled minecart that passes under a waterfall? Does the minecart break? If obsidian is formed, can it be removed from the minecart?

Amusingly enough, if a liquid is a content of a minecart instead of an actual liquid on the map, it may be possible to put magma and water in the same cart without interaction until Toady actually specifically codes it in.

Until you dump the cart, then fun ensues.

Or crash a water cart and magma cart at cart destroying speeds in the air above a goblin/elf/etc.


As to the cart symbol, perhaps an inverted bed or jug?

59
DF General Discussion / Re: Future of the Fortress
« on: April 19, 2012, 12:22:32 pm »
Reposting, sorry.

apart from the fact, that this is totally a suggestion and not a question which is not meant to be greened... using green instead of limegreen makes my eyes bleed!

Seconded, thirded, and fourthed. I've wanted to say this every time I saw the darker green text, and I did not because I felt that it's not in my place and that I'd be just a lone voice. I had to select the text to be able to read it.

Use this javascript bookmarklet to turn green->limegreen. I wrote it for the same reason.


javascript:%20%20%20x%20=%20new%20RegExp('(color:%20green;)',%20'gi');%20%20b%20=%20document.body.innerHTML;%20%20b%20=%20b.replace(x,%20'color:%20limegreen;');%20%20void(document.body.innerHTML%20=%20b);

If you're using the new link, you need to click on the link to the top post (eg. Re: Future of the Fortress), otherwise it will move you to the new "new" post.

60
DF General Discussion / Re: Future of the Fortress
« on: April 09, 2012, 10:12:14 am »
Ah, yeah, I see now.  Yeah, the track connections are between the tiles you designate, and it only lets you designate 1xN and Nx1 rectangles.  Ramps are a little weird -- you have to include the ramp wall or the ramp space when doing the floor above to ensure the connection is placed, but you can tell from the designation symbols how you've done.  You can draw designations through other designations to make 4 way intersections, and designating on top of an active job updates everything correctly.

Is N limited to a small number?

Pages: 1 2 3 [4] 5 6 ... 63