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Messages - lolghurt

Pages: [1] 2 3 ... 51
1
DF Dwarf Mode Discussion / Re: Advanced World Generation Help
« on: March 13, 2016, 07:28:48 pm »
You need to reduce/nullify the minimum required low savagery squares, then bump the minimum savagery to 30-40, and possibly increase the high-savagery square count. Copy/modify one of the region presets to keep your continent as together as possible.

Edit: I've never had mineral scarcity mess up a worldgen even when set as low as 100, so I don't think it should be a problem.

2
DF Dwarf Mode Discussion / Re: Maximum range on dwarven auto shotgun?
« on: August 04, 2012, 12:42:28 pm »
...what on earth are you talking about?

3
I prefer volcanoes and a freshwater lake.

4
DF General Discussion / Suddenly insanity?
« on: May 30, 2012, 07:13:04 pm »
So some Elf merchants arrived, and because I didn't have a depot up yet, I decided to ignore them. Halfway through summer, I get the dual notifications of an Elf merchent going stark raving mad and of their Yak going berserk. Their pathing seems to have been interrupted 2 tiles away from the edge of the map.

Then one of my cats did a ton of damage to the Yak.

what's going on, and should I pour magma over them?

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 27, 2012, 11:17:50 am »
A firey forgotten beast set fire to everything in my fortress except half my food/booze stockpile .


Everything includes the forest outside.
Elf traders arrived just as this happened.

6
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: June 24, 2011, 06:36:20 am »
oh coolios you didn't abandon this project.
however, you switched from fairies to humans. I guess it would be easier to do and there won't be problems like gender-balancing.
Keep up the awesome work, any ideas as to when it might be ready for downloading again?

7
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: February 21, 2011, 07:45:41 am »
Hey patchouli if you ever come back could you please please try to make some sort of changelog for everything so I can continue your work.

You gotten past seamless ceiling yet?

8
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: February 09, 2011, 05:04:22 am »
if you are so frustrated, do something about it rather then only bumping.
I can't, I don't know enough about modding and am now addicted to minecraft on top of touhou and dwarf fortress.

9
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: January 26, 2011, 07:20:44 pm »
I refuse to let this thread die.

10
DF Modding / Re: Nerve healing
« on: January 07, 2011, 09:58:10 pm »
Severed body parts never heal.  Your dwarves don't regrow severed arms or limbs, either.
My dwarves don't need to regrow severed limbs. They have 7 pairs of arms.

11
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: January 07, 2011, 09:56:31 pm »
I will still play fortress mode anyway.
Also this thread is dying.

12
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: December 25, 2010, 07:46:12 am »
Also, there's a few quirks with armor and clothes. I can't manage to get all Tengu to wear a tokin and I can't get all Oni to wear chains, which is weird, because all Kappa happily wear hats. I'm going to work on the symbols for each civilization a bit more and add in new words for names.  Also, Steam deals.
maybe there is only the option of "hat" for Kappa, but there are options for other gear (or no gear) for Tengu and Oni.
The two Oni encountered so far (i think it's two, anyway) claim to be part of the four devas of the mountain. Maybe only those four were shackled.

On another note, do we still have reverse-Gensokyo populations? or do we have <undefined> fairies, thousands of youkai, hundreds of tengu and kappa, maybe a hundred humans, and a handful of oni?

13
DF Modding / Re: Gardens of Gensokyo V0.11a
« on: December 15, 2010, 01:31:30 am »
Another four days. Bump.
Has this been abandoned?

14
DF Modding / Re: Changing Embark Points
« on: December 11, 2010, 09:33:35 am »
Hey all

I know this is... well, cheating but i was hoping to change the embark points that are allocated at the beginning. I've changed the value in the world_gen document but this hasn't changed anything.

Any help would be appreciated.
Thanks

P.s. I am running the v0.31.18, with no mods or tilesets.
the world_gen document determines how the "advanced parameters" are decided during worldgen. If you have already genned the world, then you can't change it without using Cheat Engine or something similar. If you haven't, you possibly are getting the preset wrong, or you set the Embark Points above it's maximum of 10,000

15
DF Modding / Silly Announcement/Combat logs caused by mods.
« on: December 11, 2010, 09:27:17 am »
I've been thinking lately, and It has occurred to me that some mods will occasionally generate combat messages and announcements.
I don't remember the exact wording, and forgot to screenshot it, but:
"The Mason hits the Kobold Thief in the upper body with the car! The body part sails off in an arc!"

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