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DF Gameplay Questions / Re: Nest Boxes?
« on: February 22, 2011, 09:52:50 am »
I believe that at the moment Peahens, Crundles, and Kobolds all do not need to eat. I might be wrong about Crundles.
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Kill him so you can recover the expensive strands...
Shallow metals usually means iron![]()
I have tons of hematite on my map, 6 veins in total. Not a single coal or flux stone, though.
Use magma as a torch and grass as a fuse. Cordon off the other areas with constructed floors.
Now get some venom or some other source of syndromes in a barrel, probably from the crazy crap traders bring sometimes. Use the fuses to set them off and create poison smoke....
!!FUN!!
This CERTAINLY has nothing to do with bit sizes, namely the byte size being 8 and that including numbers from 0-7. This is most certainly not related to water and magma depths of 7, as it goes from 0 through 7, allowing each square's water/magma count to be recorded on just one byte to save memory space.
Certainly...
if I find myself with enough magma on the surface to set things on fire, I'd rather dump that on goblins rather than give them burning rings to jump through.
I'm all for shearing skin and all, but, beards? Then you'd just be short elves.
Elves have beards. (Well, male ones, at least.)
Plus, elves have the same size as dwarves now, and there are no differences in body proportionality according to the way that bodies are built.
So yes, according to the raws that Toady made, elves are basically just dwarves with different average stats.
Enjoy.

Does anyone know what effect Muscle size has on butchering, milking, etc.? I know that there was some research on that way back when, but it doesn't seem to have been recorded on the Wiki.
Does "Muscle size" actually have a token in the raws? I looked on DF2010:Creature token, but could not find such a token. Perhaps you are referring to the Strength Attribute?QuoteAlters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry.
I was under the impression that what actually affects the quantity of products from butchering is the body size. (See DF2010 Talk:Butcher.) But due to the limited genetics simulation, there can be a great deal of variation in butchering the same creature.
...the next major step is to filter out weak breeding stock; if you have anything less than "gigantic", you'll want to slaughter them before they breed.
The problem with filtering out weak breading stock is that this would need to be done every time, for each new Fortress.
What I'd like to see is a "Successive Embark", or the option to continue the existence of a Fortress after the player tires of it or reaches a certain FPS death/breakpoint. What I mean is that instead of abandoning the Fortress or intentionally killing it off in a blaze of glory, the player can instead choose to select from among their current dwarves and resources to build a new embark party to strike the earth elsewhere, leaving the old Fortress more or less intact. I'd like to eventually be able to play a generated world from year 0 to year 500+ through successive fortress embarks and successive adventure embarks.
Or "Urist was horrified by the deformities of another dwarf recently." or "Urist was horrified by his own deformities recently."
Of course, certain personalities should like deformities.