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Messages - Khym Chanur

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61
DF Dwarf Mode Discussion / Re: Dwarf burning forever
« on: June 06, 2012, 11:26:00 am »

62
DF Announcements / Re: Dwarf Fortress 0.34.11 Released
« on: June 06, 2012, 11:10:11 am »
For bash you should be able to do this to the launch script:

1) Change #!/bin/sh to #!/bin/bash

That would only matter if the script used any bash-specific features.  But it doesn't, so changing that would just make it stop working on systems without bash installed in /bin.

I'm curious, how many Linux systems used to play Dwarf Fortress wouldn't have bash installed in /bin?

63
DF Dwarf Mode Discussion / Re: Minecarts are for what? No, really.
« on: June 04, 2012, 10:52:15 pm »
You can use them to automatically dump certain types of items down chutes, without having to do any micromanaging.

64
Hmmm, if you could make a designation which tells your dwarves to auto-roof anything within the designated area, maybe.

65
DF Dwarf Mode Discussion / Re: Surviving in terrifying biomes
« on: May 27, 2012, 01:47:58 am »
I tried to wall my dwarfs in, but I got overrun very time before I moved at least enough food for a year inside.

Embark with 18 pieces of wood.  Turn carpentry on for all the non-miner dwarfs.  Have the miners dig a two or three tile series of stairs down right next to the wagon, while the other dwarfs construct a wall around the wagon + stairs.  When there's only one tile left to construct for the walls designate a meeting area in what you've managed to dig underground, to get everyone inside, and put in the last piece of the wall.  This will protect you from everything but fliers and evil rain/mist, giving you time to move stuff from the wagon underground, at which point you can block off the stairs to the where the wagon was.

66
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 27, 2012, 12:50:39 am »
Bluddy heck. I've got a nice secluded spot so I can learn how to work tracks and minecarts (and to play a bit of Rollercoaster Tycoon) but I've always been daunted by power and the like and can't figure out how to link my windmill (which is turning) to my roller.  :-\

You might want to try a water wheel perpetual motion machine (a.k.a. "water reactor"), which can provide you with lots of power without the need for rivers or wind.

67
Some thoughts on the interface:

1) When you designate a plot to grow (for example) plump helmets, it should automatically set the minimum number of buckets of water and logs needed per harvest, based on the size of the plot; you can then tweak the numbers down if you want to conserve resources at the price of sub-optimal growing.  Similarly, if you want to mono-crop cave wheat, it should automatically set the amount of fertilizer you'll need to add.

2) There should be some lists of crop-rotation schedules that the Dwarven civilization has found to be useful, and you can just select one of these to use it for a plot, rather than having to always manually set up crop rotations yourself for each plot.  You could also create and save you own rotation lists, similar to embark profiles.

3) There should be a site-wide farming resources screen, to tell you how much of each type of resource you're using per year/season, and at what rate you're leaching out nutrients if you're not using enough crop rotation and/or fertilization.  It could also be used to set up defaults for resource usages as done in point #1.  For example, you could set it so that when a new crop is designated the automatic setting for bone meal is only one half of what it required for the crop, and you'd have to manually increase it if you wanted more.

68
DF Dwarf Mode Discussion / Re: Muddy Water Issues
« on: May 18, 2012, 08:13:20 pm »
If the floor tile is covered with "a pile of mud", like the bottom of cavern lakes/pools, then water taken from it with buckets will be "laced with mud".  You can get rid of this simply by draining/pumping the cavern water into a cistern, since the "dusting of mud" in the cistern won't cause any problems for water drawn out of it.

69
DF Gameplay Questions / Re: Vermin as pets.
« on: May 17, 2012, 05:59:21 pm »
Once tamed, you can transfer the vermin to a normal cage, then install the cage in the bedroom of a dwarf who likes that type of vermin.  The dwarf will get happy thoughts from seeing it every visit to the bedroom, without having the problems of it being a pet.

70
DF Suggestions / Re: Sort everything alphabetically.
« on: May 16, 2012, 12:01:24 pm »
I vote for "multiple sort modes" (alphabetical, value, weight, etc).  If we ever get that, I'd also vote for a weird mode: sort alphabetically by last word, then by first word.  For gems this would lump together all opals/agates/diamonds/etc.

71
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 16, 2012, 11:07:24 am »
By the way, it looks like we can easily move minor quantities of magma anywhere now, without pistons/pumps. Just fill some minecarts with it and assign them to be emptied where you need. Three minecarts must be enough for magma forge.

Can you do the same with wheelbarrows?

72
DF Suggestions / Re: Showing stone types at embark
« on: May 15, 2012, 06:42:53 pm »
It should at least show you the topmost layer of stone, since once you embark the pebbles and boulders will give away what it is (except on glaciers).  Plus the types of soil on the surface.

73
DF Suggestions / Re: Early fortress megabeasts… with a twist!
« on: May 13, 2012, 04:17:53 am »
Of course, in the event of invaders turning up at the fortress gates, they would go straight ahead and fuck some goblin shit UP.

Seems like that would be too useful, at least if it was guaranteed.  If it didn't hang around, but only visited the fortress site infrequently to check up on its shrine and pick up tribute, then it could fight invaders.  Or it might decide that it doesn't want worshipers so pathetic they can't fight off some goblins, and never come back again.

74
Given the limited amount of wealth generated in that time, I'm reconsidering if pop has a larger role in determining the clown rush; double the pop == double the clowns. Once I get the first two migration waves and the initial fort fully setup and self-sustaining, additional science can continue.

Have the starting seven make some simple crafts, edit the raw to increase the value of the base materials of the crafts to an insane amount, then breach the circus.  That should tell you how much wealth influences the initial spawn size.

75
DF Dwarf Mode Discussion / Re: Food Management Help
« on: May 10, 2012, 12:04:29 pm »
You might want to consider having a small plot of quarry bush.  On the downside, they require processing, need bags to process, can't be brewed, and must be cooked before being eaten.  On the plus side, they produce five times as much food as plump helmets.  Also, if you ever want to make soap, you can press a quarry bush seed to get oil and use that, rather than having to slaughter and animal to get its fat.

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