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Messages - jwest23

Pages: 1 [2] 3 4 ... 7
16
DF Modding / Re: Toying around with organization
« on: June 25, 2013, 08:16:06 am »
I've created boards for graphics and utilities.

Thanks, Toady!

17
DF Gameplay Questions / Re: New releases?
« on: June 18, 2013, 02:15:56 pm »
That's the latest.  Toady is actively working on the next one.  We don't know when it will come, though.

Also, welcome!

18
DF Modding / Re: Toying around with organization
« on: June 13, 2013, 07:49:31 am »
I like the idea of having release notices of utilities in its own child board.  Utilities tend to work across most mods, but they also tend to update less frequently so it'd be easy for them to be buried in the general mod release child board.

19
DF Dwarf Mode Discussion / Re: Who does not use a Manager?
« on: June 07, 2013, 10:43:07 am »
Also it's required to use DFHack's Workflow plugin, which can keep stock levels.  I don't worry about running out of drinks anymore, I just get a manager and then DFHack, "Keep 500 drinks in stock" and it toggles the job on and off as needed.  Works with almost every job, some trouble with things like dying and encrusting, but works gloriously when trying to keep food, drink, and ammo in supply.

You don't need the manager position to be filled for that.  It might have been the case at one point, but I have a fortress humming along happily using workflow and no manager has ever been assigned.  This doesn't obviate the usefulness of the manager, but it does mean you can get workflow going with one less trivial-to-minor hassle.

20
DF General Discussion / Re: Succession of the Dwarven Throne
« on: May 14, 2013, 11:07:40 am »
Thanks for the link, Hamsmagoo.

There's a lot of room for variations on power structures and how people come to power.  I hope we get a lot to work with for modding.  Setting up different systems of government, and the ramifications thereof, could be very interesting.

21
DF General Discussion / Re: Succession of the Dwarven Throne
« on: May 14, 2013, 09:29:49 am »
The token in the raws is [SUCCESSION:BY_HEIR] but that's as much as I really know about it.  I'm not entirely certain that it's actually implemented.  I think I've read recently that it's either unimplemented or badly broken, but I don't recall where I read it.

If it is broken, I might try making the monarch an elected position to see what happens.


22
DF Gameplay Questions / Re: Need Halp :[
« on: April 29, 2013, 01:31:13 pm »
I haven't looked at your save, but if you have leather, you can start making clothing from it.  Shoes, pants, and shirts at a minimum.  Until you have an over-abundance of supplies to make new clothing, I'd stick to the minimum.

It's generally easier to trade for raw materials like leather and cloth than to produce your own, so it's worth considering.  Also, there appears to be a fantastic market for second-hand clothing.  Trade off worn clothing to caravans to help keep you in good supply of materials to produce new clothing.

I hope this helps!

23
DF Gameplay Questions / Re: Organized milking/shearing?
« on: April 24, 2013, 02:27:20 pm »
Unfortunately, milking and shearing don't seem to work with dfhack's workflow.  Or, if it does, I welcome correction.

24
DF Gameplay Questions / Re: Problem with pig iron
« on: April 22, 2013, 01:00:12 pm »
That's correct behavior.  Smelting pig iron bars always requires at least one refined coal for the reaction.  In a conventional smelter, two refined coal would be required.

25
DF General Discussion / Re: Dwarf Fortress : The Ukulele tab.
« on: April 14, 2013, 04:44:12 pm »
I agree.  I'm not sure if the person or people behind it are forum regulars, but they did an excellent job.

27
DF Dwarf Mode Discussion / Re: Fire Starter
« on: April 07, 2013, 06:52:43 am »
It's not exactly what you're proposing, but you might enjoy Warlord's Bonfire Mod: http://www.bay12forums.com/smf/index.php?topic=58806.0

28
DF General Discussion / Re: Ask me anything link?
« on: March 17, 2013, 08:33:06 am »
The AMA is on the 23rd.

29
Blueprint1 is marginally safer than blueprint2 because no creature that somehow falls into the hole can climb back out.  What neither defends against are flying creatures.  What might work is something like:

Code: [Select]
EHG
XXVXXXXX
XXVXPpGH
XXGHGXXX

I added Pp to your key to represent a pump, the P is the dark, impassible tile.


30
I'm not entirely sure, but this might be in reference to using the impassible tile of the screw pump as a power transfer point.  I haven't tested such a solution myself, though.


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