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Messages - Grax

Pages: 1 ... 13 14 [15] 16 17 ... 59
211
DF Modding / Re: DFHack 0.5.10
« on: March 29, 2011, 01:23:32 pm »
Nooo... ...oooooo

 :-[
This is the case when third party utilities just adds some unpredictable FUN.  ;D

212
DF Modding / Re: DFHack 0.5.10
« on: March 29, 2011, 01:11:18 pm »
I'm just wondering, I ran reveal and closed the window without unrevealing, and now... if I reveal and unreveal I can't unreveal... so I'm stuck revealed? :(
Yes.

213
DF Modding / Re: DFHack 0.5.9
« on: March 27, 2011, 09:01:58 am »
Peterix thank you. Now i can play .23 with full force. ;-)

Till this moment there were only soil-layer fortress for 10 years. ;-)
dang toady just came out with .24
best wait for .38 comes out before updating.
.24 doesn't improve anything in gameplay, so i'm staying on .23

214
DF Modding / Re: DFHack 0.5.9
« on: March 27, 2011, 02:19:40 am »
Peterix thank you. Now i can play .23 with full force. ;-)

Till this moment there were only soil-layer fortress for 10 years. ;-)

215
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: March 26, 2011, 01:54:03 pm »
Or not.

216
DF Gameplay Questions / Re: Nest Boxes and Eggs
« on: March 25, 2011, 03:52:51 pm »
They can if there are nest boxes in the pasture.
Thank you, Captain O. ;-)

217
DF Gameplay Questions / Re: Nest Boxes and Eggs
« on: March 25, 2011, 02:54:20 pm »
so if the birds are hanging out in the pastures areasa can they still lay eggs?
No.

218
DF Gameplay Questions / Re: Beekeeping possible bug
« on: March 25, 2011, 02:51:19 pm »
Also there's the same bug when the wild hive appears in inaccessible place.

Removing personnel from job helps with that.

219
DF Modding / Re: DFHack 0.5.7
« on: March 18, 2011, 01:41:31 am »
Its time to have a little pity for those whose word kung-fu is weak.

you mean this?

much better, by the way. thanks, rumrusher, nice finds
Nope. I meant for all of us foreigners whose native language differs from english.

220
DF Modding / Re: DFHack 0.5.7
« on: March 17, 2011, 04:10:21 pm »
okay here's a few things about this.
one you save swapping is safer than arena swapping well safer that there less screwing up and getting every one killed still chance of crash because of.
two do not try to swap to fort mode out of a abandon area causes a crash, not only that abandoning there kills the adventurer.
three make sure to remove designation on everything or the men will go around trying to smooth sand or dig through the already dug walls.
four remember the adventurer/leader of the group and protect him/her so that if the site goes south you can just saveswap to adventure mode Pull the doomsday lever and walk over to the emergency fort until you feel save enough to reclaim.
five if you have a noble take time to design a death trap and pick up my CarryEX addon to Dfusion nothing says FUN than dragging the purple plump stuffer(and his/her family) and dropping him/her(and their family) into a spike pit or a lair of captured Goblins, Bandits,Zombie Goblins and Bandits.

your wording is... confusing...
Its time to have a little pity for those whose word kung-fu is weak.

221
DF Modding / Re: DFHack 0.5.7
« on: March 17, 2011, 08:42:09 am »
actually, there's supposed to be a space after >, and a .txt is useful at the end.
No spaces neccessary, it works as is.

222
DF Modding / Re: DFHack 0.5.7
« on: March 16, 2011, 04:16:47 pm »
Does prospector saves the minerals/values on a txt file somewhere? Or can you copy the txt in the box you get if you run it? i see a lot of people pasting their prospector result on the forum I don;t think they just typed it all down...

Just type it like dfprospector.exe -ab >dfgdfgdg

223
DF Modding / Re: healing utility?
« on: March 16, 2011, 02:16:45 pm »
soo basically still no dwarf healing then ;(?

No. Only replacing. ;-)

224
DF Modding / Re: Bypassing feet injuries
« on: March 14, 2011, 01:04:55 pm »
It's the muscle that's causing it. You'll need to wait for those to heal. I'm not sure if they actually heal, though. You could try boosting the heal rate in the raws.

EDIT: My bad, there's now raw entry for ligaments. There is one for sideburns, however... I don't know.

[NO_THOUGHT_CENTER_FOR_MOVEMENT] will do them moving around.

225
DF Modding / Re: Dwarf Beard Clothing
« on: March 14, 2011, 01:02:58 pm »
When shearing was announced, we discussed it in Fort Mode forums.  Look up something like "shearing their own skin and bones" or such.  We determined that dwarves could shear their beards or hair, and produce wool.
If they could shear themselves for bacon we'd get a self-sustaining race.

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