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DF Modding / Re: Uranium or explosions mod?
« on: July 07, 2009, 05:03:51 pm »
wait, booze explodes when it's caught on fire!
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Ok, sad.I can only hope so my fellow pyro.
I hope Toady will mod in explosives or something in a later version
... I was wondering when this would come out.
Big bronze statueit's made out of copper, and no doubt the dwarves would easily be able to get into it, it is fairly thin. a warhammer in the hands of a child should be enough to puncture it.
:p
Now imagine THAT fighting your dwarves...
Personally I prefer the pseudo-realism of DF without magic. But anyway.I'm sure you'll be able to remove the magic raws, if magic should be moddable.
Anything that makes Adventure mode more fleshed out is something I'm looking forward to, especially the use of skills and construction.
Second to that would be extending a Fortress' domain beyond the boundaries of the fortress.
Also can we list stuff in the next release? Because I can't wait for the hospitals or the new caves.
Incest = Jreengusstone->whiteman.
Yeah, in my longer lasting forts it's very common to see all the soap/cheese/lye makers and such people who I am too busy to kill to become legendary trashtalkers and timewasters.the trash talkers burn!! or in my current fort, freeze.
whenever you disable the mining or woodcutter labor from a dwarf it immidiately drops his pick or axe and goes and does something else. I have never seen it forbidden, so I don't know about that.and yet cats are
I think that the reason they just drop it is because the pick is required and somehow tied to the mining action, so if they can't mine they don't need a pick, and same for the woodcutting and axe. Also, dwarves aren't smart enough to take stuff to tstockpiles when they're done with them.