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Messages - Knight Otu

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241
DF General Discussion / Re: [40.24] Persisting crashes.
« on: November 03, 2015, 01:57:37 pm »
There's a well-known crash that is triggered by building on a tree tile (leaves, twigs, and such). It can kind of sneak up on you too if the tree decides to grow into the direction of your construction.

242
DF General Discussion / Re: Future of the Fortress
« on: November 02, 2015, 06:59:30 am »
Quote from: Toady One
I finished handling the last personality needs in dwarf mode -- dwarves can swipe and own and wear trinkets again somewhat like they did before, for instance, with the avaricious and extravagant dwarves doing it more than others.

Does this mean that we'll once again have dungeon masters who wear sixteen crowns and twenty capes and not a stitch else?
No, that's more of a status need similar to kings with crowns and such, which Toady has mentioned as not in the game yet.

1.  What's the plan for paper-making industry?  Will there be multiple types of "paper", like papyrus, large leaves, parchment, velum, hemp, dwarven beard hair fiber paper, plump helmet pulp paper?  Will we be able to use paper to make other objects, like paper crafts, paper charms, paper windows or paper armor?
Toady has mentioned papyrus, parchment, and paper in the dev log, so different types of paper are in. I think he mentioned that any cloth plant can be used for paper. There might be paper crafts, but anything else probably isn't on the table for this release.

3.  Will it be possible to define a civilization with more than one species? for example, PeanutButter Elves and Jelly Elves that live together in the Sandwich civilization?
No. Toady mentioned previously that this probably is too much work for this release. You could fake it with different castes, though.

Spoiler (click to show/hide)

5.  Can visitors bring reaction knowledge with them?  Let's say I've modded the game to play as goblins instead of dwarves.  If a dwarf furnace operator joins my fortress, would he be able to manufacture steel?  Conversely, if I'm playing dwarves, will my goblin visitors be able to produce whips and loincloths?
Not yet, no I'm pretty sure. They only bring their arts, values, and ethics right now as far as I remember.

243
DF General Discussion / Re: Future of the Fortress
« on: October 31, 2015, 06:31:47 pm »
Thanks for the answers, Toady! :)

I'm of two minds regarding the potential to jump straight to the artifact releases. On the one hand, it's sad that games and recipes would have to wait longer (hopefully not that much longer though) - on the other hand, MYTH GENERATOR! I've been looking forward to that so long!

244
Eventually, yes. I've been kind of distracted by other things, so development has paused a bit, and I wasn't quite sure how to progress on the random item front yet.

245
DF General Discussion / Re: Future of the Fortress
« on: October 23, 2015, 05:46:13 pm »
I'm still gonna be leery of more bone edits. It tends top royally screw with adventure mode crafting. Right now it's a choice between consume a whole stack of bones, or require two separate stacks but only take 1 from each. >.>
? Right now bone crafting works correctly in adventure mode, at least in my mod. It's cloth/thread crafts that have problems.

246
DF General Discussion / Re: Future of the Fortress
« on: October 20, 2015, 03:04:43 pm »
Furthermore, will having one fortress's training levels spread to the entire civilization as well as being able to fully domesticate a species in fortress mode ever be implemented?
Fortress training should spread slowly as your civs' caravans leave you already, you just can't reach domesticated level yet because there were some technical complications regarding domesticated breeds and some other things.

Quote from: Nikita
With all this talk of knowledge-sharing, are there any plans to make civilization-wide domestication of animal species possible? So you can e.g. domesticate a Roc or a Dragon in one fortress, and have it available at embark the next time?
It was the eventual idea to get to that final step, yeah.  There are various associated difficulties with that, code-wise, so it wasn't an immediate thing.

247
Mod Releases / Re: [0.40.24] Direforged Mod v1.3 - To the Hive!
« on: October 18, 2015, 01:01:40 pm »
Yeah, that's what's going on there. It's less of a "supposed to" and more of an "allowed to".

248
Mod Releases / Re: [0.40.24] Direforged Mod v1.3 - To the Hive!
« on: October 17, 2015, 12:09:59 pm »
Alright, downloading and trying out now.

EDIT: Did not work pasting the python log if that can help.

Spoiler (click to show/hide)
Okay, I've uploaded a new version at the same link that should resolve that bug and a few others I stumbled upon.

Make deep evils playable both adventure and fortress mode.
Eventually. Right now, dark fortresses tend to be miserable to travel through for adventurers (though I can add the potential to play them through the options file, of course), and for fortress mode, I want to add some more "hooks" to differentiate them.

249
Mod Releases / Re: [0.40.24] Direforged Mod v1.3 - To the Hive!
« on: October 16, 2015, 10:41:29 am »
Alright made an account just for this.

I'm having a lot of fun with the mod but I can't seem to get the options file to work.
I got python 2.7.Something and windows 7 is my operating system. Whenever I select the objects folders it considers it an invalid folder and wont let me edit it.
I've tried it for both individual saves and for the main objects folder.
I'm pretty sure I know what I did wrong here (though I'm a little surprised it took this long for someone to point it out). Could you please try the script I uploaded here and tell me whether it works correctly?

250
There is a related bug on the bug tracker which Toady has mentioned solving for the upcoming version. It's possible that the fix extends to this bug as well.

251
That definitely deserves a bug report. If you have a save at a non-dark fortress site that should contained kidnapped children, you should post it to the DFFD, and create a bug report on the bug tracker.

252
DF General Discussion / Re: Future of the Fortress
« on: October 01, 2015, 03:21:54 pm »
Thanks, Toady!

Are you going to add possibility to tame wild animals in adventure mode?
As I remember historial figures can do that.

Eventually, something like that should be able to happen. It's mostly a question on how the historical figures do it, and how the new knowledge system. I can't find the relevant quotes right now, though.

253
DF General Discussion / Re: Future of the Fortress
« on: September 14, 2015, 02:10:38 pm »
Will the temples make it possible to remove curses? And I'm not necessarily talking about werecurses, but biome-curses and evil weather as well.
Not in the next version. I'd expect that things like that come in when Toady decides to tackle the Slayer of Night Creatures adventurer role, though it's possible that the myth generator work sees a few steps into that territory as well.

254
How?

Go to Profile, and on the sidebar, on Notifications. Uncheck "When sending notification of a reply to a topic, send the post in the email (but please don't reply to these emails.)". I think you also need to set the second drop-down menu to "Nothing at all". Then click "Save settings". Below that, you can find the list of topics and boards you are being notified on. You can click the checkbox at the right to choose which topics you want to unnotify, and click the button at the bottom. Or if you're in the topic, the notify button has changed into an unnotify button.

255
This is different from the notify button, which sends you an email when the thread has a reply.
You can change that notify behavior, though, and use the notify button to follow threads, and also unnotify (which I believe you can't with with the Show new replies feature).

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