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April 23, 2024: Dwarf Fortress 50.13 has been released.
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DF Dwarf Mode Discussion / Re: wonderful fort video
« on: January 17, 2008, 07:41:00 pm »FOR THE OVERMIND
...
Also, maybe we can apply this biological construction methodology for our fortresses?
[ January 17, 2008: Message edited by: Mechanoid ]
DF Dwarf Mode Discussion / Re: What are your opinions on elven traders
« on: August 19, 2007, 05:09:00 pm »
pretty much
DF Dwarf Mode Discussion / Re: weather: "off" or "no"?
« on: August 17, 2007, 06:40:00 pm »It's either ON or OFF... ffs dont type "no" //FACEPALM
[ August 17, 2007: Message edited by: Mechanoid ]
DF Dwarf Mode Discussion / Combat the "Cold" with magma heating?
« on: December 07, 2007, 07:17:00 pm »If you put magma directly beneath a room, does that room become heated by the magma enough so that the "Cold" warning on the 'i'nteractivity zones menu disappears?
I know that magma directly beneath glaciers, seperated by a stone floor WILL melt, so presumably if it raises that tile's temperature to above melting, then it should keep dwarves from freezing to death.
Something like this:
code:########
#....C># <- "Cold" corner ...
#....CC#
#......#
#......# <- ... Non-freezing part of room ...
#......#
#≈....≈#
################
#≈≈≈≈#X# <- ... Non-magma corner ...
#≈≈≈≈###
#≈≈≈≈≈≈#
#≈≈≈≈≈≈# <- ... Magma central heating!
#≈≈≈≈≈≈#
#≈≈≈≈≈≈≈ -> To magma tube, to stop from solidifying
########
[Edit - Oh, and apparently, no matter how much wood you burn, wood furnaces NEVER raise the temperature enough to stop the "Cold" designation from disappearing... Somewhat disappointing IMO. Dwarves: "We need wood, or we're going to die!" Traders: "OK, but it'll cost you... kek"]
[ December 07, 2007: Message edited by: Mechanoid ]
DF Dwarf Mode Discussion / Re: This kid creeps me out.
« on: December 07, 2007, 03:53:00 pm »DF Dwarf Mode Discussion / Re: Iron is magma-safe!
« on: December 07, 2007, 07:05:00 pm »quote:Yes, i believe so.
Originally posted by SquashMonster:
Oh, and is it safe to put grates over magma?
Just be aware that in later versions, floor grates and bars will allow small items to fall through; if someone dies on floor bars and they have small items like rings worn, they can fall through and be destroyed in the lava -- not good for masterpeices!
Thankfully, that doesn't happen in 33d.
DF Dwarf Mode Discussion / Re: Iron is magma-safe!
« on: December 06, 2007, 09:19:00 pm »quote:
Originally posted by Slappy Moose:
<STRONG>What to iron bars do in magma anyway? Keep out fire imps and fire men?</STRONG>
Fire snakes still get through though. Good thing they dont disrupt the workers.
DF Dwarf Mode Discussion / Re: Most apt artifact titles
« on: August 12, 2007, 06:18:00 pm »Just recently in Cobrasabres a Jewler i have which was beaten by the sheriff for disobeying a mandate somehow made a artifact, despite being unconcious from a painful red arm. A clear diamond crown made from a single rough clear diamond. "The Tusks of Frenzy"
Oddly, there are no images of elephants on it.
Another is "Whispertreaty" a copper high boot. Silent ass-kicking? Maybe. Now, i wonder when the dwarf drops it, if i could get it onto one of my military dwarves...
DF Dwarf Mode Discussion / Re: Magma location utility?
« on: December 05, 2007, 06:30:00 pm »Also, making the program check to see if the regional area isn't totally inaccessable would also be a good idea.
[Having a magma map location utility is definitely a sweet idea though]
[ December 05, 2007: Message edited by: Mechanoid ]
DF Dwarf Mode Discussion / Re: Who else is disappointed that they can't choose the typ
« on: December 05, 2007, 06:23:00 pm »quote:If you'll remember, the 2D versions had ore and stone as seperate materials; you couldn't smooth ore walls. Nor could you make "Gold Ore Statue" or similar crafts and furniture from the 'raw' ore. In essence, if you hit a ore vein in the middle of your fortress plans, you'd have a gaping hole in your defenses if you dug it out, and even if you didn't it would look very ugly to have your smoothed walls interupted by these square blocks.
Originally posted by Torak:
No, really, why is it gone.
So, in order to let the player smooth ore walls, Toady had to combine the ore raws with the stone raws, in essence turning the "This is a rock wall, and this is a ore wall" environment into a "This is a stone wall, and this is a stone wall with ore" As to why light/dark stones no longer exist is also likely similar to that, likely being along the lines of smelter reactions and other stone types. If you've failed to noticed, there are many new types of stone that do not apply to the light/dark paradigm, as they are completely different colors. [So, in order to reduce the problems have having multiple raws again to deal specifically with all the different stone types, and as a part of future plans with geology, reactions, and workshop-related plans, Toady did away with the light/dark designations.
At least, that's my guess.]
...
As well, there is a designation that helps you to stop using your "light" and "dark" stones; 'd'esignate -> 'f'orbid
[ December 05, 2007: Message edited by: Mechanoid ]
DF Dwarf Mode Discussion / Re: 'Creating' Water
« on: December 02, 2007, 10:47:00 pm »DF Announcements / Re: Monster Quest: A Threetoe Story
« on: April 27, 2007, 11:04:00 pm »HA, priceless. I can see the conversation when someone falls onto the ground.
'I hope it's mud."
'It isn't mud.'
=.O "BLEEAARRRGGGHHH"
DF Announcements / Re: Dwarf Fortress 0.21.105.21a Released
« on: September 25, 2006, 08:53:00 pm »quote:
Originally posted by Toady One:
I'm still quite sick...
If you're ill, no one can blame you for anything. Try your best, but dont forget that sometimes you just have to say "No, not today, sorry" to keep yourself physically or mentally healthy.
Outstanding work none the less.