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Messages - Sutremaine

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6361
DF Suggestions / Re: Processing for seeds
« on: July 17, 2009, 08:10:12 am »
Essentially what I'm asking for is to be able to process foods that are also consumable raw to get the seeds. .... Essentially, if you just wanted to grow plump helmets and ignore the food industry, you could do that
How is processing a plant that you'd otherwise leave on a stockpile ignoring the food industry?

Quote
If you wanted to run a food industry based on multiple crops, which will hopefully be more in-depth than "grow sweet pods and quarry bushes" once Toady finishes fleshing it out, you could plant plump helmets and process them into cookable paste instead of brewing them
You can do that now.

[EXTRACT:mushroom mush:5:0:0]
[EXTRACTVALUE:20]
[EXTRACT_BARREL]
[EXTRACT_COOKABLE]

Or you could add [EDIBLE_RAW] to sweet pods.

6362
DF Dwarf Mode Discussion / Re: HFS Discussion
« on: July 17, 2009, 07:11:38 am »
you can even use wooden pumps.
Only if you have temperature turned off. You can use any kind of stone for the block, however, and any kind of metal or glass for the pipe section. (Glass pipe sections (aka tubes) use one bag of sand and metal pipe sections use three bars of metal.)

6363
DF Dwarf Mode Discussion / Re: HFS Discussion
« on: July 16, 2009, 08:26:39 pm »
I believe that the pump system would have to go something like this, unless I'm overcomplicating it:

Code: [Select]
#.pP_#
#_Pp.#
#.pP_#
#_Pp.Pp.Pp.Pp.
####_##_##_##mmm

#=stone
.=space
_=floor
m=magma
Repeat as necessary, and have fun sorting out the power supply.

You almost certainly won't be able to stop a 1/7 magma layer forming in the pit, but pumping the remaining magma into a single tile will make all of it available for further pumping. Assuming 5 units of magma are left behind, you'll be left with 30. That's enough to fill 7 linked squares to the 4/7 needed to power a magma building, but since you're not going to get 7 workshops out of it you might as well leave it at 6 squares.

That's all speculation though. Take it with a hefty pinch of salt.

(edited to add pump tower. Note that there has to be a space under the impassible tile of any pump on top of another.)

6364
If you build the bridge such that none of its tiles are over any land, I don't think it could be destroyed. But if you build it with one or more tiles touching land, then I think a dragon or collossus may be able to destroy it.
That would make sense. On the other hand, building destroyers can break things without being on their tiles -- statues are impassable but destroyable, and locked doors are impassible until broken.

I don't seem to have had much luck with testing. Giving a spare animal [BUILDINGDESTROYER:2] didn't do anything even when I walled it in with a workshop... I thought that kind of thing didn't need a regen?

6365
DF Dwarf Mode Discussion / Re: Rested up and good to go?
« on: July 15, 2009, 08:24:06 pm »
The dude can't even drink without going unconcious! I try and keep him from doing anything....
Promote him to pump operating, if he's not getting social skills.

Hard physical labour never killed a dwarf, so therefore it must make them stronger!

6366
DF General Discussion / Re: Non-generic statues!
« on: July 15, 2009, 07:13:01 pm »
Now I'll have to build hundreds to get the two dwarf statues I want to flank the throne, for example.
Maybe a 'build generic statue' option? It would be a little odd having a plain statue alongside specific ones, but you could imagine it's such a symbolic statue that it's only comprehendable to a dwarf, and then only in its proper context.

The thing that immediately bothered me is that any material with a moderately long name will appear as '[material] statue of ' to anyone who plays with only one third of the screen given over to the menu.

6367
Since retracted bridges don't retract any particular way, can an enemy destroy them? I'd imagine not, but I wondered if anyone knew for sure.

6368
DF Dwarf Mode Discussion / Re: Rested up and good to go?
« on: July 15, 2009, 03:57:07 pm »
Internal organs heal at the same rate as limbs according to the wiki.
Brains are internal and don't have a [NERVOUS] tag, but injuries there are forever.

Has anybody ever had a dwarf heal a lung? If not, it seems that 'organ function' tags beyond [THOUGHT] can prevent healing.

6369
DF Suggestions / Re: Processing for seeds
« on: July 15, 2009, 03:24:15 pm »
A small fortress of thirty or forty dwarves can't eat the mushrooms faster than they're planted, and while brewcooking can alleviate the problem it will eventually be removed.
Maybe I'm having a critical imagination failure here, but why grow a plant in the first place if its only use to you is to produce seeds which will grow into plants that have no use other than to be processed into the seeds of useless plants?

When barrows arrive you could skill up a planter by giving them busywork until they're good enough to be let at the food crops, but that could be achieved in vanilla by planting thread crops (no container needed for processing) and either passing the processed goods onto the caravans or destroying them entirely.

I'd be happy with an [EDIBLE_WHENPROCESSED] tag though. You might be able to make something called jam at the moment, but it's inedible until cooked.

6370
DF Gameplay Questions / Re: Marksdwarves + Shields, Social Skills?
« on: July 14, 2009, 12:54:26 pm »
1. Not sure.

2. 1x1 meeting area and no other places in the fortress that dwarves will hang around (I set up a 1x1 meeting zone in a dirt room in a fortress with all dwarves having Grand bedrooms. They did on the whole cluster around the meeting area, but there were always a couple of stragglers chilling in their quarters).

6371
DF Suggestions / Re: Religious Archetypes
« on: July 13, 2009, 01:18:30 pm »
It's hard, because we've got beliefs over the real world mixing with our beliefs over what the fantasy world should model, and confusion over how to model a characters beliefs in a world where we the players know the truth.
We know a truth. With a videogame, creator changes revelations after the fact and alternate interpretations can change the truth about the game's gods.

eta: Just to clarify, while we do know what's going on it's easier to think about the issue if we pretend we don't.

6372
DF Modding / Re: Dwarf Companion combat reports
« on: July 12, 2009, 04:52:22 pm »
Damn. The dwarf's preferences and personality were the things I wanted to keep her around for.

6373
DF Modding / Re: Legendaries flashing odd colours with graphics pack
« on: July 12, 2009, 04:50:33 pm »
Yeah. Instead of flashing blue / dark blue, they flash blue / purple.

6374
DF Modding / Re: Dwarf Companion combat reports
« on: July 12, 2009, 03:55:00 pm »
How about cloning dwarves from one fortress to another? I've never figured out how to do that anyway.

6375
DF Modding / Legendaries flashing odd colours with graphics pack
« on: July 12, 2009, 03:03:03 pm »
I made some professions-only graphics that were very similar to the ASCII ones (I used the same colours as the default ASCII), but some professions are flashing the wrong colours.

Crafters: blue to purple
Stoneworkers: cyan (intended change) to l. grey
Miners: l. grey, no or slight change
Engineers: displaying correctly
Farmers: d. yellow to greenish d.yellow
Admin: displaying correctly
Metalsmiths: displaying correctly, or close enough

Any other colour of dwarf, I haven't got.

Is this normal? At the very least I'd like to sort out the stoneworkers and the crafters, since they're quite annoying as they are.

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