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Messages - Mechanoid

Pages: 1 ... 40 41 [42] 43 44 ... 113
616
Any magma falling into the chasm SHOULD be counted, so yes it will eventually kill the chasm inhabitants.

617
DF Dwarf Mode Discussion / Re: wonderful fort video
« on: January 17, 2008, 07:41:00 pm »
Obligatory:

FOR THE OVERMIND

...
Also, maybe we can apply this biological construction methodology for our fortresses?

[ January 17, 2008: Message edited by: Mechanoid ]


618
DF Dwarf Mode Discussion / Re: What are your opinions on elven traders
« on: August 19, 2007, 05:09:00 pm »
SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE dont seize gnomeblight barrel SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE SEIZE


pretty much


619
DF Dwarf Mode Discussion / Re: weather: "off" or "no"?
« on: August 17, 2007, 06:40:00 pm »
init.txt file is case sensitive. off is not recognized; OFF is.
It's either ON or OFF... ffs dont type "no" //FACEPALM

[ August 17, 2007: Message edited by: Mechanoid ]


620
DF Dwarf Mode Discussion / Combat the "Cold" with magma heating?
« on: December 07, 2007, 07:17:00 pm »
Quick question for anyone who's managed to find a [perminately] "Cold" local map that has the word "Cold" when you designate meeting zones, and has lava in the same area...

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 ]


621
DF Dwarf Mode Discussion / Re: This kid creeps me out.
« on: December 07, 2007, 03:53:00 pm »
MORE SKULLS FOR THE SKULL THRONE!

622
DF Dwarf Mode Discussion / Re: Iron is magma-safe!
« on: December 07, 2007, 07:05:00 pm »
quote:
Originally posted by SquashMonster:
Oh, and is it safe to put grates over magma?
Yes, i believe so.

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.


623
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.


624
DF Dwarf Mode Discussion / Re: Most apt artifact titles
« on: August 12, 2007, 06:18:00 pm »
The phrase "It is named item!" comes to mind whenever i read dwarven artifacts.

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...  :D


625
DF Dwarf Mode Discussion / Re: Magma location utility?
« on: December 05, 2007, 06:30:00 pm »
I disagree with 4 and 5. It should shift down one, and then deal with the tiles moving right to left. That way it should take half the time, otherwise you'll be passing over the same square twice.
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 ]


626
quote:
Originally posted by Torak:
No, really, why is it gone.
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.

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 ]


627
DF Dwarf Mode Discussion / Re: 'Creating' Water
« on: December 02, 2007, 10:47:00 pm »
I think it needs to be in a bucket, but it could possibly work.

628
DF Announcements / Re: Monster Quest: A Threetoe Story
« on: April 27, 2007, 11:04:00 pm »
'Night soil'
HA, priceless. I can see the conversation when someone falls onto the ground.

'I hope it's mud."

'It isn't mud.'

=.O "BLEEAARRRGGGHHH"


629
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.


630
DF Announcements / Re: Dwarf Fortress 0.21.104.19c Released
« on: September 02, 2006, 05:32:00 am »
Blood disappearing every season makes sense though; the blood dries up, flakes away, and disappears.

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