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Topics - Zereth

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1
DF Modding / THREAD_METAL question
« on: December 29, 2007, 06:06:00 pm »
What happens if you make an ore have this for some metal other than adamantine? Can you make, say, "copper cloth" out of it?

2
DF Modding / Leather output in a reaction?
« on: February 05, 2008, 06:05:00 pm »
I was trying to add a "make leather bag from thin air" reaction to go with my other thin-air reactions, and I _thought_ I had it right, but the cloud of boiling leather which spewed forth as soon as the job was done, killing my metalsmith. (and then the rest of my fort when I set them all to furnace operating and set another bag job on repeat, giggling as they died one after the other.)

Here's the line in question:

code:
[PRODUCT:100:30:BOX:NO_SUBTYPE:LEATHER :DONKEY]


I _think_ that should produce leather bags, as the stockpile category is "boxes and bags", and other items change name depending on what they're made out of (adamantine wafers, glass portals/terrariums, chairs vs thrones, etc), but I'm not sure.

What should I put in there to get ACTUAL leather?

[ February 05, 2008: Message edited by: Zereth ]


3
I believe the current approach to building artificial obsidian things in seas/lakes is to pump magma out and drop it, sitting through endless cavein messages. I just thought of another way.

You build a mold above the water, and pump magma and water into it alternately to make obsidian, in the shape you want sitting on the bottom, then when you're done with that, collapse the mold. (Perhaps deconstructing much of it first so you're not stuck with blocks/stone/whatever sitting on the bottom you cant' get to.) The entire obsidian mass should cave-in once, settling to the bottom and allowing you greater control. (No problems with you pillar reacing to the surface and then being supported and just spreading an umbrella out over the top of the water, for example.)

It'd be a huge pain in the ass while we have the current construction interface, but does this sound like it'd work?


4
DF Gameplay Questions / Question about SECRET "ENDGAME" STUFF
« on: December 18, 2007, 10:36:00 pm »
Watch out for SPOILERS etc

Okay, that should be enough space. Now, the "eerie glowing pits"... Do they automatically spawn demons as soon as a dwarf gets adjacent to them? Because I've been save-scumming to try and get them covered over so I can use the magma around them (and, while I'm at it, might as well use the adamantine), but they keep spawning and slaughtering my miner and mason when I try.


5
DF Bug Reports / 33g Adventure mode... Bug?
« on: January 05, 2008, 12:29:00 am »
I decided to go exploring in adventure mode, and came across a dwarven hall.

Strangely, the first people I came across while looking for the entrance were an elf and and elf child! Later, after finding my way in, I found actual dwarves, who directed me to the same capital, but there are, as far as I can tell, at least twice as many elves living in it as dwarves!

Is this supposed to happen?


6
DF Bug Reports / [38b] Elf trader "left", just hanging out?
« on: March 04, 2008, 02:12:00 am »
I had a goblin ambush or two, and one of the two elven traders died, but the other survived, and left on his journey.

By which I mean he's just bumming around the depot, as he appears to have lost his pack animal.

I don't think this is supposed to happen.


7
DF Bug Reports / Magma pumping problem
« on: December 23, 2007, 06:51:00 pm »
I built some steel pumps to pump magma to see if I could exploit the bug that generates infinite magma to fill the pool I tapped back up to hopefully stop it from lowering my FPS.

However, despite it all being set up properly, it's not pumping, and the only thing odd I can find is the "molten Basalt" in the square it should be pumping from.


8
DF Bug Reports / Bizzare furnace construction error
« on: October 31, 2007, 02:54:00 am »
I built on a map with no stone where it wouldn't be flooded immediately, driving my dwarves away before they can get it. I asked the dwarven caravan to bring blocks, and they did.

However, now I still can't make a magma glass furnace because I have no "magma-safe materials". Okay, I'll us some of my plentiful wood to- "Need fire-safe material". I have pig iron, brass, and copper bars, and granite, mudstone, schist, and claystone blocks. I'm pretty sure at least one of those things should be at least fireproof, is not magma-proof. What am I doing wrong?


9
DF Suggestions / Stone in embark items?
« on: October 30, 2007, 06:57:00 pm »
Would it be possible to add the ability to bring stone blocks with you when embarking? I found a nice place with trees and a volcano, but I can't do anything with it until I get some magma-proof material, which will take another very long year.

10
DF Suggestions / Kitchen screen enhancement: "Mill"
« on: November 12, 2006, 06:17:00 pm »
Would it be possible to add a "Mill this" toggle to the kitchen screen, so you can forbid your dwarves from milling, say, Sweet Pods, so you can make Rum or Syrup instead of Sugar?

EDIT: Sure, it wouldn't apply to too many items, but you can't brew that many items either.

[ November 12, 2006: Message edited by: Zereth ]


11
DF Suggestions / Suggestion for new plant
« on: November 08, 2006, 01:29:00 pm »
"Cave Bamboo", which would act much like normal bamboo, being fast-growing, and useful as a fuel or construction material, but less so than tree or tower-cap wood. It should probably also grow as a weed and spread relatively quickly, blocking movement of large creatures (but not vermin or water) when it gets dense enough.

Possibly also farmable, but it'd take the harvest of more than one dense square of cave bamboo to do the work of one square of cut harvested tree.


12
DF Suggestions / Clutter hauling?
« on: August 28, 2006, 02:30:00 am »
Would it be possible to add a job where dwarves will, when they want to use a workshop, haul stuff out of it so it becomes uncluttered?

13
DF General Discussion / How do you trade items in bins?
« on: August 16, 2006, 08:08:00 pm »
The dwarven caravan jsut left with none of my trade goods, becuase I couldn't figure out how to get them out of the bin the dwarves put them in. Am I missing something?

14
DF General Discussion / How does fertilization work?
« on: August 15, 2006, 08:29:00 pm »
As far as I can tell, the process is supposed to go like this:

Produce ash at a wood furnace.
Use ash and a bucket to make a bucket of lye.
Use the bucket of lye to make potash.
Use the potash to fertilize your fields, increasing crop yeild to the 18 immigrants who showed up with the spring thaw.


Now, how it actually seems to be going is like this:

Produce ashes at the furnace.
Dwarves take ash and a bucket to the ashery.
Dwarves then nail the bucket to the ashery so it can't be used and snort the ashes so they disappear.

Am I missing something?


15
DF General Discussion / Adventure Mode and Fortress Mode Issue/question
« on: August 19, 2006, 06:58:00 pm »
First, in Adventure Mode, there doesn't seem to be a way to give new gear to your companions, or get them to pick up stuff they dropped. With  weapons like pikes, this means sooner or later they're going to lose it and then die horribly.


Second, how much booze will fit in one barrel, and is there a way to get dwarves to move it around to consume fewer barrels? I've got three barrels of beer with 3 or less units in it, a couple with only one, and as I'm tryign to brew up as much beer as possible to get the seeds back to plant them again before it's too late, it'd be nice.


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