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Messages - bbb

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391
DF Suggestions / fish cleaning
« on: August 30, 2006, 01:02:00 am »
it looks like

raw fish -fishcleaning-> fish
fish -eating-> bones/shells
fish -cooking-> maybe bones/shells sometimes

remember seeing a thread on something like this before..

maybe like butchery, fish cleaning should give the bones/shells + the meat? rather than until the eating?

granted it can a bit hard to remove all the bones.. and granted certain shells are used as decoration of the dish/etc.. but similar thing applies to animal bones (well.. not the hard to remove part.. but there are ribs type thing)

of course.. i've not seen the dwarves eat those cooked meals yet... for all i know they'll be spitting bones and shells everywhere

[ August 30, 2006: Message edited by: bbb ]


392
DF Suggestions / Re: Fortress on the ocean
« on: November 15, 2006, 01:49:00 pm »
cliffs...

might i ask... how do you arrive at the cliff? by boat at the foot of the cliff... climb up and dig? or by wagon + ropes from the top?

(assuming we are talking about "dover" style rock face smack next to sea)


393
DF Suggestions / Re: No shells in artifact demands
« on: December 01, 2006, 02:13:00 pm »
i don't know if i want to cry or laugh.. i got so many shells now (mainly because i didn't use any!) that my dedicated shell/bone/skull pile is full!... none has disappeared so far

guess i better make some shell crafts... unless decorated items are now fixed... (maybe i should try anything but furnitures)


394
DF Suggestions / Re: No shells in artifact demands
« on: November 13, 2006, 08:12:00 pm »
um.. surely the bones/shells would be washed / cleaned before being chucked into bins..

.... otherwise.. those totems / bone crafts / armors would be just as toxic

i suppose there could be another building.. cleaner or whatever... so you get dirty bones/shells... and processed bones/shells

bins are not so much for making things not disappear... as in saving a bit of space... more you dig.. the slower the game gets.. bigger piles also slow everything down too.

which of course isn't much of a problem unless you have a slow machine


395
DF Suggestions / Re: No shells in artifact demands
« on: November 13, 2006, 02:12:00 am »
if only they go into bins....

396
DF Suggestions / Re: Kitchen screen enhancement: "Mill"
« on: November 13, 2006, 02:28:00 am »
as a temp work around... be selective in when you plant stuff..

then toggle off all brewing aside from pods.. brew every single one of them.. then go back to milling

... though mind you... don't see much point milling either... when will you ever use flour anyway?


397
DF Suggestions / Re: Underground Fish Farming
« on: November 13, 2006, 02:19:00 am »
good idea... as long as you don't see them move around in the game... as that'll lag like mad.... having all animals inside 1 single cage is bad enough... don't even mention chaining each animal!

make ranch (for animals) / fish farm as a 6x6 building or something... which doesn't show the animals/fish inside graphically.. (can see them under "t").. i mean that's the only way i think it'll work for things not to be shown graphically

say there's a limit to the number of fish/animals (maybe young/old respectively... say 10 each or whatever) possible inside each farm... use the animal care skill... etc

[ November 13, 2006: Message edited by: bbb ]


398
DF Suggestions / Re: trade depot idea
« on: November 15, 2006, 01:43:00 pm »
right...

yeah... a search thing would be useful.. bit of a pain looking for bins when you have billions of them.


399
DF Suggestions / Re: trade depot idea
« on: November 14, 2006, 10:50:00 am »
i'm thinking that you'll bring a lot of forbidden stuff to the depot...

do you get hammered before you sell them?


400
DF Suggestions / Re: Making the game harder.
« on: November 10, 2006, 03:19:00 pm »
can always try slowing your dwarves down by say 500%

401
DF Suggestions / Re: Channel-fed magma workshops
« on: November 08, 2006, 05:03:00 pm »
benefit? it allows you to dictate where you site the forge/workshop.. that's about it. as for hostiles moving up... it'll be the same wherever the water/lava gets dumped to (or even not dumped).. be it the different branch of the source or the chasm (aside from there being 2 entrance points rather than just the 1.. if there's no exit at all)

sure.. you can sic a fortified section on one side of the channel and shoot the things (if they do die from bolts, never done it yet) but that's a somewhat separate issue..


402
DF Suggestions / Re: Channel-fed magma workshops
« on: November 07, 2006, 02:30:00 pm »
i suppose it depends on the "rivers" (and surrounding dug out terrain)... assuming the "northern" (top of screen) end is higher than the "southern".. (or vice versa.. a gradient somewhere will do) then i don't see why it isn't theoretically possible to loop the exit back to the river itself.. without it being "stagnant"

i suppose a work around would be some new sort of floodgate.. uni directional whilst open. but it still creates a problem when it's destroyed as it'll be regarded as a new part of the "permanent" river...


403
DF Suggestions / Re: Allow non-letters in nicknames
« on: November 04, 2006, 02:27:00 pm »
useful... i name all mine according to job.. so  it's mason I, mason II.... etc.. for now..

or in your case.. III VII I

... can get rather long..


404
there was a snes game ... sort of involves feng shui...

synergistic effects with room / location alignments


405
DF Suggestions / split detailing and smoothing into 2 functions?
« on: November 02, 2006, 03:04:00 pm »
saves me making the mistake of detailing floor hidden beneath piles/whatnot...

unless it's possible to deface a masterpiece smooth floor.. if such a thing exists. which is the main thing that having 2 layers of functions will prevent.

i suppose... the engraving function (ie.. 2nd layer of detail) can be assigned to any floor/wall... and that'll either take longer... or auto queue both smoothing and the engraving.


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