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Messages - Assassinfox

Pages: 1 ... 19 20 [21] 22 23
301
DF Dwarf Mode Discussion / Re: Magma pit is a little chilly
« on: December 04, 2008, 04:25:59 pm »
Don't worry. Known bug. Save, reload, and they'll be in flames.

That did the trick.  Thanks.  :D


302
DF Dwarf Mode Discussion / Re: Magma pit is a little chilly
« on: December 04, 2008, 11:08:33 am »
Nope, didn't mod any materials except to add anthracite to the game.  I DID use Tweak to raise the temperature of the lava to the maximum, though, if that helps.

303
DF Dwarf Mode Discussion / Re: Magma pit is a little chilly
« on: December 04, 2008, 02:33:47 am »
I can't see him through all the BOILING ROCK around him.  :o

304
DF Dwarf Mode Discussion / Re: Magma pit is a little chilly
« on: December 04, 2008, 02:03:15 am »
Temperature is on and the puppy is unwrapped and fresh out of the womb.

And, no, I'm not using a bridge.  I've got a channel dug filled with lava, and then I designated a zone around the channel as a Pit.  I had the puppy Pitted, so someone chucked him down there, but instead of burning, he's just sort of sitting there.

305
DF Dwarf Mode Discussion / Magma pit is a little chilly
« on: December 04, 2008, 01:45:11 am »
So, I have this portion of magma designated as my garbage dump and as my pit, and I've noticed that puppies will occasionally NOT incinerate and just sort of sit there in the lava until they somehow drown instead.  Has anyone else ever seen this?  Any ideas what's causing it?

306
DF Dwarf Mode Discussion / Re: Now that's just sad
« on: December 03, 2008, 11:21:39 am »
Lock him in a room covered in traps until he falls asleep.  For added bonus, fill it with cage traps and then dump him into some magma.

307
Also, any tips on catching the stragglers?  I've noticed that elves have this suicidal tendency to try and kill me when I step within sight, but the damned trees keep blocking my view.

308
I once reduced what appeared to be every retreat in a civilization to ruins in an attempt at genocide.  When you wipe out every last elf, does the Legends screen say anything like "The Irritating Flowers withered in year 2012" or something?

309
I've modded in heat and burn weapons and used them in adventure mode and I have yet to see anything actually light on fire with either damage type.

310
DF Gameplay Questions / Re: Putting out a fire... With Cheats.
« on: November 27, 2008, 12:42:23 am »
I've used Tweak to stop fires with some limited results.  If you use tile edit to continually douse them in water, it'll douse the fire, but whatever internal temperature setting they have causes them to reignite, so you'll have to keep an eye out and splash them again when they decide to combust again.

One time, I accidentaly started a grass fire and was able to keep it contained by setting up a perimeter of 7-deep water.

311
DF Dwarf Mode Discussion / Re: The titanic had a good idea.
« on: November 27, 2008, 12:36:12 am »
Closed doors of ANY material are magma safe.  It's when you open them that the fun starts.

312
DF Modding / Re: Carp Fortress
« on: November 27, 2008, 12:05:08 am »
I'm going out on a limb here, but I think it's because your Entity's biomes don't match the biomes for any plants.  Not sure what you can do about that.  You can try making some "water plants", or add some other biomes to the carp entity.

313
DF Modding / Re: Carp Fortress
« on: November 26, 2008, 10:43:29 pm »
Change the DIGGER and WEAPON entries for carp in the entity file.

314
DF Adventure Mode Discussion / Re: You killed my father!... Meh
« on: November 26, 2008, 06:44:21 pm »
You'd think after the first four or five children got abducted, she'd start keeping a better eye out for babysnatchers.

315
That is a NICE artifact weapon.  :o

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