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Messages - 612DwarfAvenue

Pages: 1 2 3 [4] 5 6 ... 146
46
DF Suggestions / Re: Asexual Reproduction
« on: July 08, 2013, 08:56:23 am »
Definitely needed.

47
DF General Discussion / Re: Longest Game?
« on: June 23, 2013, 10:51:05 pm »
My longest one was around 20 years.

48
Other Games / Re: How did you last die?
« on: June 22, 2013, 07:42:00 am »
Got steamrolled over by some thieves guarding a bridge after it turns out I have godawful aim throwing molotovs.

Spoiler (click to show/hide)

If it's the group i'm thinking of (early in the game), your best bet's to talk them away from there. If you fight them, unless you absolutely know what you're doing, you will get your ass handed to you on a plate.

49
Other Games / Re: Most offensive DLC
« on: June 11, 2013, 09:01:27 pm »
I don't get why people are bringing up Planetside 2. You do realize you can unlock everything ingame without paying a single real-world dollar? The real-money option's there for people who want to pay money instead of time to unlock something.

It's not even DLC, since it's already in the game. It'd be like saying unlocking abilities in an RPG is DLC.

50
Oooh. This looks interesting...

51
General Discussion / Re: Things that made you sad today thread.
« on: June 02, 2013, 09:34:29 pm »
http://au.news.yahoo.com/world/a/-/world/17449289/veteran-storm-chasers-die-in-us-tornado/

Just found out that Tim Samaras died in an Oklahoma tornado, along with his son Paul and driver Carl.

Damn shame. Tim was one of the most respected stormchasers around, was a huge help in gathering scientific data on tornados.

RIP man ;-;7. At least he died doing what he loved.

52
If you still want to emulate the antics of SS13 in space, you can always build floating fortresses. Shutting off [CAVE-INS] generally will help out with this; or at least having some sort of anchor to retain cave-ins.

Yeah but still, that has its own issues and quirks that i wouldn't be able to fix. I'd rather have it all on the ground proper.

For other items of interest that can contribute to the mod, I think the Wasteland/Fallout mod should have some items here and there that you can apply/base off of; like the cement factory and arc reactors.

I'll look into it.

Always an interesting thing to implement, if possible, is to be able to collect blood, and produce clonexadone to produce synth-meat. Of course, synth-meat, due to how broken it could become, should have a risk of poisoning due to not being entirely natural; especially in raw form. However, if in an evil biome, I don't know if synth-meat should have a chance of "awakening" or not.

I know it's possible to buy barrels of blood, not sure how to collect it manually. Is it even possible to use liquids in reactions?

In addition, hordes of Synthmeat attacking the fort from within would be awesome.


As to not render chemistry stations and the like from being horribly broken, what can help is collecting the necessary raw materials the ingredients would come from, and use material processors to break them down, and a centrifuge or something of the sort to finalize the processing of the material. Naturally, beakers, vials (and chem-safe barrels), and such will need to be be produced to contain them.

I am going to try getting Chemistry in in some form.

Using syndromes, all kinds of grenades can be used/produced with the various properties they can be given, when produced right. Even my personal favorite, Peyote-nades (space drugs in gas grenade form + whatever else I feel like including in them, like polytrinic acid, for example), can be produced and used.

Grenades are out, since there's no real way to make people actually use them. Syringe guns, on the other hand, should be pretty possible.

Thanks to the customizability of DF and raws, I think we can make more varied chemistry reactions, and ways to make use of them. Explosive thermite boulders anyone?

Thermite doesn't explode that much, rather it just burns hot as hell. :P

EDIT:
For alternative building materials (and a way to spend some excess chemical resources), you can always combine a chem-station to produce sodium chloride, and use a synthesizer which takes that product, and use it to produce rock salt boulders/(blocks from mason workshops) as a cheap 'n' easy building/crafting material; alternative to green glass and cement.

Ehhh. This is 2557 we're talking about, i doubt they're still using cement, and building stuff out of salt is just silly :P.

If possible, within the limits of the technology of SS13, and some coding in DF, you can always build a well over a saltwater source, and have sodium-chloride as a byproduct of desalination plants (as a workshop; not the screw pump method). Produces clean drinkable water, and cheap building materials (along with chem-station ingredients; especially when separated through a centrifuge/chem-processor into Chlorine and Sodium separately for other uses in a chem-station.) when processed in a material synthesizer. Should make beach and island embarks a bit simpler to take on without needing to breach an aquifer.

Only way that'd work is if you roleplay that the plant's desalinating anything, and only use it next to wells over saltwater. It's impossible to make workshop require it be built over or near water.

Naturally, to make an effective desalination/water purification plant (to clean murky and blood/vomit/toxic water as well), I would advise you bring at least a block/bar of activated carbon or few to produce a proper desalination plant. Of course, to produce activated carbon, you'll need a forge of sorts to process raw carbon into activated carbon. Besides desalination/purification plants, activated carbon can also be used for cleaning materials, and air scrubbers to remove miasma for areas where they tend to come up often. Dwarves/crew members that stop around air scrubbers/purifiers get a happy thought from "tasting delicious freon" or "smelled clean air".

A working air scrubber is outright impossible. Water purification may be possible, but i'm not sure how to work it without requiring the workshop be deconstructed every time you need to clean the water. I guess you could say it's just a container that you fill up with some "cleaning agent" (that's just water, for game mechanics purposes), then deconstruct to let it loose. But if that works, that has the risk of washing the dude who deconstructed it into the water as well. Maybe some roundabout way using supports to hold the container in the air, and then pulling a lever to destroy the support, caving in the building (and floors it was on, so you'd have to keep everyone away) so the cleaning agent splashes into the water without putting anyone at risk. But even that sounds kinda screwy, since i don't even know if the "water" it contains will even count as actual water.

REFERENCES:
https://en.wikipedia.org/wiki/Activated_carbon (amazing stuff with plenty of SS13-DF potential; even compressed into building blocks (which material grinders can grind back into a powder (speed up transporting it from one part of the fort to another, sparing sand bags in the process); with other materials as well), would make an interesting looking building or craft/statue to show off.)

I'll look into it.

53
Just bumping this to inform everyone that i've resumed working on it again. Hopefully with less hiatuses this time.

I've decided to somewhat change my goals for this mod. Instead of trying to fit everything i could from SS13 and make it as much like SS13 as possible, which was kind of killing my interest because of the extra hassle, i'm instead creating this as kind of its own thing gameplay-wise. It's still in the SS13 universe of course (BS12's specifically, but it'll still have certain things from /tg/ and Goon), but it's being made specifically for DF's ground-based gameplay as opposed to haphazardly cramming in everything from SS13 (i'll still include what i can from SS13 of course, but only if it's sensible for this mod). This isn't a full-fledged science station, it's just an outpost on (or under) the ground, and while there will be science to do, the focus is on just keeping the place going despite whatever's thrown at you.

54
DF Dwarf Mode Discussion / Re: Dwarven tanks?
« on: May 20, 2013, 08:49:00 am »
I entered this thread expecting real tanks firing upon hapless Elves. I instead recieved penis jokes.

55
DF General Discussion / Re: Inaccessible Webs?
« on: May 19, 2013, 06:58:41 am »
If you're having trouble with web connectivity, i'd suggest starting with rebooting your modem. :P


In seriousness, i haven't a clue. Tried maybe suspending the job for a few moments then unsuspending it? Maybe suspend it, close the game, reload and then unsuspend, see if that forces it in gear?

Can the dwarves down there path back to your Loom? They're not walled-in or anything are they?

56
The hardcoded must get to there there's no open land to they Spawn, just that...
Have you far even as decided to want to do more look like?
You've got to be kidding me. I've been further even more decided to use even go need to do look more as anyone can. Can you really be far even as decided half as much to use go wish for that? My guess is that when one really been far even as decided once to use even go want, it is then that he has really been far even as decided to use even go want to do look more like. It's just common sense.


And thus the derailing begins.

57
DF Dwarf Mode Discussion / Re: Well that escalated quickly
« on: May 17, 2013, 10:02:14 pm »
Immediately, immediately floor over the hole leading to the Circus. If you're quick enough, you'll be able to cover it up before any Clowns get the idea to fly up. If you made an up/down stair and it's exposed to the Circus below it, build an up stair on it to replace it it so it's no longer open below.

58
Got my new Blue Microphones Yeti, which by all accounts is one of the finest damn studio-quality mics out there. I'd been using just a headset mic until now, so now that i've got the Yeti, shit's getting serious.

59
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: March 30, 2013, 10:48:25 pm »
GRRRRRRRR. I just got a Code Black because the game decided to freak out on me and removed the extraction zone.

BIG SKY IS AN ALLIUM-SYMPATHIZING TRAITOR.

That killed my first run.

If we're thinking of the same glitch reloading should cause the extraction zone to reappear.
TOO LATE NOW, IRONMAN ALL DAY, EVERY DAY.

Doesn't matter. Ironman just prevents you from saving and automatically saves after each action taken instead. Quit, reload the save, see if it works.

60
General Discussion / Re: ♪ The Great Music Thread ♫
« on: March 05, 2013, 05:56:28 am »
I think this version is better.

I actually heard their cover first, then i looked up the original. Both are damn good.

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