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Topics - Khym Chanur

Pages: 1 ... 6 7 [8] 9 10
106
According to the wiki, the human caravans only start showing up when you've exported enough wealth to attract their attention.  How much wealth is that?

107
At the start of the first spring after embarking I "found" my site's underground river... but by that time all of the creatures in the river had been swept off by the waterfall that plunges into the chasm/shaft which is the river's exit from the site.
That isn't any fun.

108
DF Suggestions / Hierarchical stocks screen
« on: January 03, 2010, 08:14:45 pm »
It'd be really nice if the stocks screen were organized like the "change stockpile settings" one is: scroll down to to the "food" category, right-arrow to the
sub-category column and scroll down to "drinks" to see the what drinks you
have.

109
DF Suggestions / Location hotkeys: multiple locations per single key
« on: January 03, 2010, 07:40:39 pm »
Let multiple locations be bound to a single hotkey.  Pressing the hotkey once zooms to the first bound location; pressing it again (without having pressed other keys in the meantime) zooms to the next location, wrapping around to the first site when the end of the list is reached.  That way you could, for example, bind all known veins to a single hotkey, both saving on the number of hotkeys used up and making it easier cycle through all of them.

110
DF Suggestions / Urist is more experienced at *what*?
« on: January 02, 2010, 02:48:26 am »
Rather than tell me "Urist McDwarf is more experienced", I'd like it if it told me "Urist McDwarf is now a Dabbling Armor User", "Urist McDwarf is now a Grand Master Wrestler", etc

111
DF Gameplay Questions / Barrel/bin <#NUMBER>
« on: January 02, 2010, 01:38:46 am »
Oftentimes I'll see something like "Feather tree bin <#5>".  What does the "#5" mean?

112
DF Suggestions / Return to menu after zoom
« on: January 02, 2010, 01:29:02 am »
If you use unit list or stocks list to zoom to something, after you press space you're left where you zoomed to, rather than going back to the menu, when more often than not the later is what I'd want.  It'd be nice if there was either a key combination to return back to the menu (like Ctrl-space), or an init.txt option to always return to the menu when done with the zoom.

113
DF Gameplay Questions / "Bloated tuber: wetland (dry)"???
« on: January 02, 2010, 12:48:33 am »
According to the wiki, bloated tuber has "[DRY][BIOME:ANY_WETLAND]".  What, exactly, does that combination mean?

114
DF Suggestions / Prioritize different types of hauling
« on: December 29, 2009, 12:51:18 am »
I've sometimes thought that I had enough haulers, only to find that my stonecrafter's workshop was heavily cluttered, or a prepared meal had rotted away in the kitchen.  I propose that different hauling jobs get different priorities, like this (highest priority to lowest priority):

1) Items in workshops which will give off miasma if left there.

2) Other items which will give off miasma if left where they are.

3) Non-rottable items in workshops.

4) Everything else.

Also, all other things being equal, the items in bucher's shops should be hauled first, since a slowdown there means that corpses will more likely go to waste.

115
DF Suggestions / Games/contests at parties
« on: December 28, 2009, 01:53:49 pm »
It might be interesting if the dwarves could have games/contests while they're partying.  The most obvious thing would be a drinking contest: two dwarves start guzzling down booze at a much higher than normal rate and eventually wind up unconscious.  Those two get some negative thoughts from the next day's hangover, and everyone else gets some positive thoughts from watching them.

116
DF Gameplay Questions / Not all chasms have purring maggots?
« on: December 26, 2009, 10:41:44 pm »
According to the wiki, not all chasms contain purring maggots.

1) What percentage of chasms contain purring maggots?

2) Is there any way to change the raws to make it so 100% of chasms contain purring maggots?

117
DF Gameplay Questions / Supplies/prepare screen: number of bolts for 30 DB?
« on: December 25, 2009, 08:05:47 pm »
At first I thought that the 30 dwarf-bucks price for steel bolts was the price for one bolt, but it looks like it gets you a lot more, since buying even one shows "40?" on the stocks screen right after embark.  So, how many exactly does 30 DB buy?

118
DF Gameplay Questions / Vermin + NOMEAT = not eaten?
« on: December 25, 2009, 02:41:16 am »
After reading about how much micro-management one has to do to prevent dwarves from eating valuable vermin like moghoppers and purring maggots, I was wondering if modding the raw files to add NOMEAT to their entries and remove STANDARD_FLESH would prevent dwarves from eating them?

119
DF Gameplay Questions / Dead trees/grass, but no evil biome
« on: December 24, 2009, 08:28:33 pm »
My embark location has some areas of dead trees and grass, but going back to the site finder (on a pre-embark backup copy) shows that areas in question are in warm, mountainous untamed wilds, and none of the three biomes in the embark area are evil.  The site does have a magma pipe, a chasm and and underground river, if that would affect things.

120
DF Suggestions / Per-dwarf sorting of "Pref -> Labor" menu
« on: December 23, 2009, 11:32:39 pm »
Four ideas on changing the order of the labors in the labor menu of individual dwarfs:

1) An init file option that will cause labors which are currently on to always be at the top, to make it so you can quickly see which labors are on for each dwarf.

2) A labor menu command to resort the list of labors so that the ones with the highest skill are at the top of the menu and with the lowest skill at the bottom (skills with identical levels being sorted either as they are now, or alphabetically).  Changes in the dwarf's skill levels won't change the order of the menu until the command is used again.

3) A labor menu command to manually change the order of the labors.

4) #3, but applied to the starting build profiles.

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