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Messages - Beeskee

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451
DF General Discussion / Re: Adventure mode: Why can't I trade?
« on: May 15, 2010, 12:35:13 pm »
Check this guide if you are still having trouble:   http://www.bay12forums.com/smf/index.php?topic=51934.0


There is a bug in the new version where certain shopkeepers won't trade. Try another shopkeeper.

452
DF Suggestions / Re: Built-in Reveal, Utils etc.
« on: May 15, 2010, 11:20:45 am »
I use Stonesense rather than reveal, no possibility of save corruption, and the new version of Stonesense supports the new DF. Shift - H reveals hidden stone.

That said, I'd like to see a built-in set of cheats eventually, things like dwarf editors and revealing utilities. Mostly with the hopes that, if they are built-in, maybe they will work right. :)

453
DF Dwarf Mode Discussion / Re: Geology is fascinating now
« on: May 14, 2010, 06:27:42 pm »
DF 1.0 will probably start world generation with stellar and planetary formation. You'll get to watch as the planet cools and goes through 4 billion years of realistic geologic activity. :)

454
http://code.google.com/p/dwarftherapist/



you only get 2 more wishes

I use that. Like I said, it's handy, but still a lot of clicking to enable and disable labors on everyone. Plus an overrider would handle immigrants automatically.

455
DF General Discussion / Re: If Dwarf Fortress was a AAA release...
« on: May 13, 2010, 12:38:21 pm »
I prefer this cast:
Spoiler (click to show/hide)

Who drew that? :D And is it from something else which just happens to bear a striking similarity to DF?

I mean, between the cats, elf, dwarf, kobold, and colossus, it looks straight out of DF, but you never know...

456
DF General Discussion / Re: Unicorn Meat
« on: May 13, 2010, 10:55:20 am »
Baconnaise

Spoiler (click to show/hide)

I'm not sure why it's under caffeine though.

457
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 13, 2010, 10:09:18 am »
Friendly demonic law giver showed up and started breaking everything. :(

458
DF Suggestions / Orders - all dwarfs do skill X - labor overrider
« on: May 12, 2010, 11:37:06 pm »
There are times when I want all dwarfs to smooth stone, or help build a wall, or some such thing like that. Even with the various skill utilities it's a lot of clicking to turn the labor on and then a bunch more to reset everyone's skills properly.

It would be handy to have a way to turn on a certain labor for all dwarfs easily. I was considering how best to do this, and came upon the idea of a labor overrider: a list of skills that can be enabled that will cause all dwarfs to perform that labor, even if they don't have the skill enabled. Just toggle that skill on until whatever task is completed. Or leave it on all the time if you want all your dwarfs to perform a certain labor, and no need to worry about enabling it on new dwarfs.

What do you think, sirs?  (MST3k reference)

459
DF Announcements / Re: Dwarf Fortress 0.31.03 Released
« on: May 12, 2010, 11:08:13 pm »
I think I'm going into update withdrawal. I'm seeing myself from a top-down perspective right now, sitting on a chair not made of stone for some bizarre reason. Everything else is a bright, white light. ... Is that you, Urist?

460
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 11, 2010, 09:11:04 pm »
Erushlaz, Handlescales, the engraved mountain hill. I turned off invaders and set the pop cap to 40 but now have 81 dwarfs mostly due to births. And 3 mayors, all of whom make constant demands. On the plus side, I've smoothed the hill part of my fortress, and begun engraving sections of it in 11x11 blocks by individual engravers. Plus I smoothed and engraved all the boulders and stone ground in the forest area.

"Hey Urist!" "Yes, Urist?" "I have a great idea. Let's engrave pictures of trees onto the boulders so the elves won't notice when we cut down the forest."

It's also 1057 and I don't have private rooms for the non-mayors yet. It's working out rather well. I did start making clothing for all the nude children and dwarfs with clothes that have rotted away. Oops. :)

461
I just spent the past 3 or 4 days reading this thread from beginning to end, and I have to say I love it all. :) I'm looking forward to more!

I'd ask for a dwarf but the line must be out the door and around the block by now, and not likely to get any shorter what with all the death recently and sure to be coming in the future.

If you were still "haxing teh megahutz" I'd take a tame kobold, hehe.


I loved the encrypted puzzles, though I don't think I could ever figure them out. It would be cool to see more of those kinds of things.

462
General Discussion / Re: Stephen Hawking is afraid of aliens
« on: May 10, 2010, 05:51:43 pm »
We could get useful resources from the moon. The value in the resources there vs on earth is that they are in a lower gravity well. And once we got a basic colony going, there'd be tourism and such.

There have been a few games based on setting up a lunar colony, though I seem to remember one of them involving space chickens...

463
DF Modding / Re: Vermin to Coke reaction
« on: May 08, 2010, 05:44:41 pm »
You missed a spot. You need the reaction detail in a REACTION file, and you need to add the PERMITTED_REACTION tag to the right entity.

I have this in reaction_smelter.txt:

Code: [Select]
[REACTION:CREMATE_REMAINS]
[NAME:cremate remains]
[BUILDING:SMELTER:NONE]
[REAGENT:A:1:REMAINS:NONE:NONE:NONE]
[PRODUCT:100:2:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[AUTOMATIC]
[SKILL:SMELT]

and this in entity_default.txt under the Dwarf section:

Code: [Select]
[PERMITTED_REACTION:CREMATE_REMAINS]

What did I miss other than that?

Edit: I tried first without the Automatic tag, no go, added that later in my attempts to get it working.  I also generated a new world after each edit since I found out that old worlds don't get the new reactions. Whatever I do it just doesn't even show up as an option.

464
DF Modding / Re: Vermin to Coke reaction
« on: May 08, 2010, 03:21:51 am »
I started a new map but I still don't see the option in my smelter, or in the jobs manager list. What did I do wrong?

465
General Discussion / Re: Stephen Hawking is afraid of aliens
« on: May 07, 2010, 09:04:09 pm »
There are iron asteroids in our solar system that could be harvested without anyone on Earth noticing. Some of the we've found have been valued at over a trillion dollars, though that is also accounting for the cost of the fuel, and time and resources used in boosting that metal into orbit.

And as far as combat goes, even without FTL weapons which would literally vaporize the planet, if Earth got hit with a spitwad at 99% of the speed of light, it would blow the atmosphere off the planet, boil away the oceans, and liquefy the surface. Nevermind if it was antimatter or neutron-star matter or mini black holes or something. I'm talking about damp paper.

If there are aliens within travel distance of us, we'd better hope they are friendly.

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