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Messages - Qev

Pages: 1 ... 3 4 [5]
61
DF Dwarf Mode Discussion / Re: Screw-Pump desalination is for suckers
« on: September 26, 2015, 11:16:02 pm »
That is awesome. If I wasn't already on top of an aquifer and several subterranean lakes and a river, I would totally do that. (Got some ocean, too.) How'd you discover it?

Just random chance.  I was on a delightfully scenic haunted coastline and decided to dig out an underground salt-water cistern to supply my desalinization efforts, filled from underneath through a grate to keep potential building destroyers from getting in.  Of course, I didn't notice anything was odd until long after I had built my screw pumps and filled all my wells... XD

Here is a small gallery showing how it is laid out.  Nothing exotic.  Dwarven grates must be like, super-fine mesh to catch all those ions...  :D

62
!!Dwarf Science!! has obviously invented the reverse-osmosis rock grate.  Build a cistern and gravity-fill it from below from your source of salt water, up through a floor grate on the bottom of said cistern.  *Boof* cistern full of fresh water.

More seriously, is this a known bug, or did I just find something amusing and new?  :) (Windows, 0.40.24 LNP)

63
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: October 25, 2014, 04:57:06 pm »
You specify "metal," in the sense that DF understands it, by using INORGANIC.  INORGANIC and METAL mean the same thing.

Coal, ash, pearlash, potash, and a number of other things that come in bars are *not* inorganic
Ahhhhhhhhh, I see!  My Dwarfliness increases!  Thank you very much. :)

64
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: October 25, 2014, 01:31:59 pm »
don't use "METAL", it's simply an allowed alias for inorganic, not a valid subtype or argument.

[REAGENT:A:150:BAR:NONE:INORGANIC:NONE]

A = arbitrary name for this reagent
150 = quantity (150 happens to be the size of a single normal bar in DF units)
BAR:NONE = item token for a bar
INORGANIC:NONE = material token for "any inorganic material"
Hmm, okay, but aren't there non-metal bars?  How would I specify "only metal bars"?  Or are the non-metal bars not considered 'bars"?

65
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: October 25, 2014, 04:37:46 am »
So, totally new to modding DF here, and I'm left a bit bewildered by the info on the wiki regarding reactions and material tokens.  Specifically, how would I specify the material "any metal bar" as a reagent?  INORGANIC:METAL:NONE?

66
Just started playing Adventure mode recently, so I have limited amounts of badassery/brutality so far.

My first reasonably-successful character, a human axe(wo)man, wound up in a savage brawl with a human bandit boss who pretty much immediately hacked off her weapon arm.  So I did the classic thing, had her drop her shield, pick up her own arm and beat him to death with it.

In the brutality section, a later character (who eventually became a zombie thrall engine of destruction) got waylaid by bogeymen in the night.  Killed one, then promptly butchered it in front of its fellows, ate the heart, and then threw the skull at another, killing it instantly.  This became sort of a theme with this character. XD

67
It would be really, really nice if a) the filters actually worked in the questlog, and b) it would log useful things so I don't have to write down literally anything I want to find on an IRL piece of paper like it's Bard's Tale all over again. XD

68
DF General Discussion / Re: Dwarf Fortress 40_05 Starter Pack r2
« on: July 30, 2014, 11:29:34 pm »
I've noticed a slight issue in the Adventure mode keybinds in all three of the Starter Pack keybind files: the key for talk, 'k', collides with the key for toggle tracks (also 'k').  Just a heads-up. :)

69
OMG replying to my own post. :D

Turns out the keybinds were set to have 'talk' and 'toggle tracks' on the same key.  Which is odd, since it's a default install. oO

70
Is anyone else running into a problem with their adventurer maxing out their Tracking skill (I guess from just wandering around seeing tracks) and then basically being unable to find objects/corpses/hostile monsters outdoors because they're all hidden under footprints?

I actually got ambushed by a night hag lurking under my own boot-print. XD

Two things to note: 1) I'm using the Phoebus tileset, is this causing the problem?  and 2) I've already tried every variation of pressing K, shift-K, alt-K, ctrl-K, and swearing at Armok.  This is occurring on the local view, not the Travel/Overland map.

71
DF Gameplay Questions / Re: Floors over Channels question
« on: October 08, 2008, 02:30:38 am »
Really?  I thought they had to be supported from NESW, but that dwarfs could build on the diagonals...

*tries it*  Well, I'll be darned. *grumbles*  Stupid, inconstant dwarfs. XD

Thanks!

72
DF Gameplay Questions / Floors over Channels question
« on: October 08, 2008, 01:42:06 am »
New player here, and I'm a bit stumped in my attempt to build a nice set of skylights around a central staircase... it won't let me construct floors over the channeled-out shafts.  I'm guessing it's the layout but I can't quite grasp why...

# - stone wall, . - floor, _ - channel, X - stairway

Code: [Select]
##.###.##
..#_#_#..
..##X##..
..#.#_#..
##.###.##

This pattern repeats down several levels, and I want to construct floor over the channels, but it won't let me place them, giving "Placement Blocked".  I thought floors were supported on the cardinal directions?  I must be making some n00b mistake, but I don't get it. :)

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