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Messages - bluephoenix

Pages: 1 ... 13 14 [15] 16 17 ... 69
211
DF Dwarf Mode Discussion / Re: Fortress Cleanup
« on: September 03, 2014, 12:34:20 am »
If you are not doing anything with magma or anything temperature related, you could turn temperature off.
I have never turned temperature off ever but I am considering doing it eventually since my 5 year old fort is already running at roughly 23-27 FPS.

EDIT: I turned temperature off but I didn't actually notice much of a difference. I maybe got 2-4 more FPS.

212
DF General Discussion / Re: Uhh... Salt water crocodiles on embark?
« on: September 03, 2014, 12:25:16 am »
So there's a chance I could get tamed rocs if my civilization is near a roc nest?
If it has a PET_EXOTIC or TAMEABLE tag then yes, otherwise no.

213
DF General Discussion / Re: Uhh... Salt water crocodiles on embark?
« on: September 02, 2014, 10:45:57 pm »
Creatures shouldn't just randomly become tame, no. Your civilisation is able to tame creatures though and which animals those are can be slightly random at times so you might get crocodiles with one civ and polar bears with the other, if you know what I mean.

214
Just checking, you put thermal paste on the CPU when you put it in right?
There are a number of things that could be wrong, dust, so try to blow it out/clean it.
Loose connection, try disconnecting parts and cables and putting them back in.
Faulty power supply or graphics card.

Are there any beeping noises when you turn the computer on?

215
DF Suggestions / Re: Temperature gauge
« on: September 02, 2014, 09:07:04 am »
I see your point but I would rather have this feature in the game like I described it rather than not at all.
I doubt Toady will put a large amount of man hours into this if he does decide to implement it this year.
The way I described it, with my current understanding of how dwarf fortress works and my limited experience in coding I would say this wouldn't take too long to add into the game.

216
I see, I guess I was wrong.

217
DF Suggestions / Re: Temperature gauge
« on: September 02, 2014, 08:41:49 am »
I don't think it's lame, you can look at the tile with (k) and it will tell you the temperature just like how you don't have to send a prospector with a special tool to see what material the tile is that you want to look at.

Here is the picture anyway since I already made it.
Spoiler (click to show/hide)

218
DF Suggestions / Re: Temperature gauge
« on: September 02, 2014, 08:35:24 am »
I am not talking about an ingame item, I am talking about a meta menu gauge.

I'll draw a picture and edit it in so you know what I mean.

219
DF Gameplay Questions / Re: No Wild Plump Helmets
« on: September 02, 2014, 08:22:08 am »
Those little plants are all the same in the caverns. Unless you use a mod that disabled plump helmets or something, you should have plump helmets growing. Just give it a bit more time.

220
DF Suggestions / Temperature gauge
« on: September 02, 2014, 08:08:25 am »
I searched if there are similar topics in this forum but couldn't see any results so I'll post this suggestions and see who else would find it usefull.

Basically I would find it useful if we could get a little temperature gauge that tells us the temperature of the surface in dwarf temp units or whatever next to the moon indicator or FPS counter.
It would help in a few situations and would be quiet neat in my opinion.

EDIT: Or maybe something that tells us the temperature of the tile we are looking at in the (k) menu.

221
If you are talking about gold bars and not blocks then yes, in the metalsmiths workshop under the furniture tab you just have to select gold as your material.

Furniture made out of metal bars are a lot more valuable than furniture made out of simple ore which I assume you made using the masons workshop.

222
DF Gameplay Questions / Re: No Wild Plump Helmets
« on: September 02, 2014, 06:45:01 am »
They should exist in all caverns unless it doesn't have any plant life. If the cavern floor is covered in moss, give it some time and plump helmets should grow.
If however the cavern floor is just covered in mud and no moss grows there whatsoever then you have bad luck and nothing will grow there.

223
DF Dwarf Mode Discussion / Re: body part butchering
« on: September 02, 2014, 06:42:18 am »
Yes butchers can use body parts, depending on how big the body part and animal are you will get different amounts of meat, hair, bone etc.

224
DF Gameplay Questions / Re: Corpse dump
« on: September 02, 2014, 04:57:34 am »
Does your garbage dump zone you designated with (i) overlap with a walkable tile AND the open pit? And if the corpses are outside, did you allow your dwarves in the (o)rders menu to gather refuse from outside as well as unforbidding the corpses?

225
Tangent: is there a fix for the fishing every fish out of a river bug? Was that patched?

It would be important to note, as if you rely on fishing for food/bones/shell, there was a known issue where your dwarves could (and would) fish every edible vermin from rivers.
Not 100% sure at the moment but I am pretty confident that it has been fixed, I think I read it in either a patch note or someone elses post.

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