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Messages - Premier

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16
I have a related question, so I thought I'll post here rather then create a new thread.

I want to have a sort of "communal dining hall", with several tables where many dwarves can dine at once. How do I do this properly? I tried digging out the room, putting several tables in it, and then selecting one table, turning it into a dining room, and resizing the dining room to cover the entire dug-out area. However, as far as I understand, only that single table counts as belonging to the dining room this way, the others are "just sitting there". So, is there some way of designating several tables to be mastered to the same dining room?

Or maybe I'm misunderstanding how it works, and a communal mess hall is simply an empty area with many tables, but none of them is designated as a "room"?


17
I tried what Vorbicon suggested about making some extra space to make sure the workshop can be navigated, and it seems to work.

18
I'll try that, will get back to you when I have an answer. Maybe not tonight, though.

19
DF General Discussion / How do I supply my carpenter's shop with logs?
« on: August 10, 2006, 03:53:00 pm »
More exposition on the IMO obvious title question:

- I've dug out the first rooms of my fortress, and the first room I decided to build was the carpenter's workshop (since I need it to produce all basic furniture like beds, doors, etc.). So, my carpenter's shop is built, it has a carpenter sitting in it (and yes, he DOES have "Carpentry" allowed as a profession), but I still can't produce anything. Every time I give the workshop an order, I get the message that it can't be built because of a lack of wooden logs. The thing is, I already have a sizable wood stockpile sitting outside the fortress entrance, already half-full with fine acacia logs cut down by my lumberjacks!

So my question is: How do I get all those logs from the stockpile to the carpentry shop where they could be turned into various stuff? None of my dwarves are transporting the logs there, not even ones who are idling with no jobs to do.


20
DF General Discussion / Re: Drowning nobles
« on: August 27, 2006, 06:55:00 am »
quote:
Originally posted by Dehydration:
<STRONG>

That'd be the reference, yes.</STRONG>


Yes, but none of the powers in WWII kept demanding granite items and more cages and chains from their populace and throwing tantrums if their bedrooms weren't decorative enough, now did they?


21
DF General Discussion / Re: Tribute to Dwarf Fortress' Resource System
« on: August 23, 2006, 06:16:00 am »
Dwarf Fortress: where you WILL earn a doctorate in metallurgy, or die trying!

alternatively

Dwarf Fortress: with more obscurely-named ore types than you can shake a stick at!


22
DF General Discussion / Re: How far can you go?
« on: August 14, 2006, 06:02:00 am »
quote:
Originally posted by Toady One:
Then you just have to decide, escape through 100 tiles of elephants, mandrills, raccoons, rhesus macaques

Shit, can I opt for the Balrogs?

[ August 14, 2006: Message edited by: Premier ]


23
DF General Discussion / Re: Suggestions
« on: August 13, 2006, 05:27:00 pm »
Oh, and another suggestion: The ability to look into barrels and bins. I don't know if this option's already in the game, I personally couldn't find it. It drives me crazy when all the food reserves get put into a few barrels and bins, and I can't tell how much do I have of what. The general overview "z" screen does give some limited information (units of meat/seeds/plants/etc.), but I find that unhelpful. When I set a farm plot to produce, say, Pig's Tail that year, I want to know whether I actually HAVE any Pig's Tail seeds in my barrels to sow with.

24
DF General Discussion / Suggestions
« on: August 13, 2006, 05:23:00 pm »
After playing a bit more with the game, I have the following suggestions:

- A list of professions displaying the number of dwarves capable of performing them. So, for example, it would look something like:

Mining - 5
Carpentry - 3
Crafting - 4
Farming (Field) - 1
.
.
.

A simple glance at the list, and you'd have a general idea of how many dwarves have the various professions enabled. Would be very useful, say, when the flood renders new land arable, and you want to figure out quickly whether you have enough farming dwarves to take advantage of it.

- Inventory for dwarves. If I hit "u", select a dwarf, then hit "v", I can see how many items he possesses, but not what those items are. Would be very useful when a bunch of Miner-classified dwarves arrive with the immigrant, and I want to know how many of them actually has a pick.


25
DF General Discussion / Re: Is Morgoth gonna want this back?
« on: September 24, 2006, 07:06:00 am »
Morgoth had the iron crown, not Sauron.

26
DF General Discussion / Re: Share your monstrosities
« on: September 22, 2006, 01:05:00 pm »
quote:
Originally posted by Mayday:
The lower the FREQUENCY, the greater chance they have of showing up. I'm amazed you found any at Frequency:100.

Unless Toady has a habit of deliberately misnaming variables handled by the program in order to confuse modders, you've got it the opposite.

Frequency is the number of time a repeated event occurs over a certain period of time. For example, something pulsating with a frequency of 100 Hz would make 100 pulses every second, whereas something with 50 Hz would only make 50 pulses. The higher the frequency, the MORE often it happens.

Therefore, the creature with a frequency of 100 will appear a 100 times more often than one with a frequency of 1 (or at least approximately, I assume a random number generator is also used in there).


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