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Messages - cdrcjsn

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106
I don't suppose it's too late to join?

107
DF Dwarf Mode Discussion / Re: Have you donated this month?
« on: March 31, 2011, 03:44:55 pm »
For those that want to support Toady but can't do so financially, one of the best ways of supporting an independent creator is to just tell your friends about that person's work.

Share Dwarf Fortress with a few of your friends...and then guilt THEM into donating!

108
DF Dwarf Mode Discussion / Re: Have you donated this month?
« on: March 30, 2011, 11:54:58 pm »
Ooh...thanks for the reminder.  I was planning on doing that, but I keep forgetting.

109
DF Dwarf Mode Discussion / Re: Where's the iron?
« on: March 28, 2011, 11:59:20 am »
Insert [LAYS_UNUSUAL_EGGS:BAR:NONE:INORGANIC:IRON], into all your cats.  Now they'll claim nest boxes and poop iron bars once a season.

110
DF Dwarf Mode Discussion / Re: Hermit without Insanity
« on: March 23, 2011, 09:25:03 am »
Aren't butchers typically insensitive to death?  Perhaps embark with a bunch of cheap animals and kill butcher them immediately?

111
DF Gameplay Questions / Re: War Dogs ... cant train any...
« on: March 22, 2011, 12:08:28 pm »
Make a pasture that includes your Kennel workshop and assign the dogs to it.

112
DF Gameplay Questions / Re: How do you create deep chasms/dodgepits?
« on: March 18, 2011, 06:10:24 am »
I usually just channel each layer out (no need to remove the ramps), starting from the top.

Designating multiple levels at a time to channel out usually leads to disaster as you've probably found out.

Though if you're digging a big pit, I hear you can just mine out every other level, and collapse the top level and that will cause all of them to collapse.  Haven't tried it yet though so don't know if it works or not.

113
DF Dwarf Mode Discussion / Re: Efficient Use of Adamantine
« on: March 18, 2011, 01:33:58 am »
Does it trigger an FPS killing swarm of monsters if you see into it that way?

Yes, it still can.  They'll just have a harder time of getting to you.

The fortifications just prevents the solid ones from passing through.

You would still have to deal with any that are gaseous or oozelike though.

114
DF Gameplay Questions / Re: Copper sword vs. Obsidian
« on: March 18, 2011, 01:22:33 am »
A major thing to consider also is that copper swords require a weaponsmith whereas wooden (obsidian) swords require a stonecrafter.

Stonecrafting is waaaay easier to level up than weaponsmithing

Other than the fact that they require wood (which can be scarce for some embarks) I think they make great weapons for use in weapon traps.

115
DF Gameplay Questions / Re: Battle Axes and Training Axes
« on: March 17, 2011, 07:18:28 pm »
I don't think I've ever made a training weapon.

They're useful in an embark if you're short on points.  One log can become a wooden training axe at a carpenter's workshop and that's enough to start chopping down trees.

Other than that though, yeah...what he said.

116
DF Dwarf Mode Discussion / Re: Screen resizing?
« on: March 17, 2011, 05:31:33 pm »
Do you mean it's using a Square Tileset instead of the tall rectangle ones that are standard?  Some people prefer them, though words are harder to read.

Some mods come with those pre-installed.  You can turn it off data>init>init

117
Did a search on this, and it seems there is, but that post is from 2 years ago...

118
I just created a race (of halflings) so I have someone I can trade with during the winter season.

But I noticed that no matter how many times I regen a world, I can only ever have 4 neighbors for my dwarves.  All races are alive and should have a path to the embark area, but no matter where I go in the world, only 4 neighbors ever show up (though the particular four races seem to change for each location).

Is there a cap on civilizations you can have as neighbors?

119
DF Dwarf Mode Discussion / Re: Selling Statues?
« on: March 17, 2011, 01:23:45 am »
There's a few quirks though.  Some items in containers can't be found using the search function and have to be found by locating the bins/barrels.

I had a slight panic attack the other day when the huge export of roasts I was preparing disappeared and can't be found.  Apparently, they were all placed in Prepared Food jars and barrels and can only be found by using those search words.

120
DF Modding / Re: .20--unusual egg laying
« on: March 14, 2011, 03:29:59 am »
My Cadbury Bunnie's inability to make edible eggs is not due to size: I just gave it a try, making both the bunnies and the eggs larger even than some other egg-layers that produce edible eggs.  The problem persists.  Other ideas?

Ah, sorry.  I thought you were asking why you can't butcher your bunnies for food...

Sounds like Girlinhat found a solution to your bunny problems...

However, regarding the goose, I'm not sure what issues you're having.  I inserted the [LAYS_UNUSUAL_EGGS:BAR:NONE:INORGANIC:GOLD] to a custom critter (with other metals/stones in addition) and it is able to lay eggs normally in addition to the strange stuff.  So far, in about 3 years I've gotten 2 tin bars, 1 adamantine wafer, 1 bituminous coal, and a clutch of 15 eggs (which the cook stole to make roasts before I was able to forbid it!).

Maybe you're just not waiting long enough or have had a bit of bad luck?

Here's my little creation.
Spoiler (click to show/hide)

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