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Messages - Hans Lemurson

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196
Some amount of roofing will be required for placing Beds, Tables and Chairs beneath.  The most materially efficient roof to build is a Bridge.

197
You could try timing the doors with a troop of scottish dancers.  It's a basic application of signal detection theory.

198
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: March 21, 2014, 05:32:59 am »
I just thought of a bad-ass but only semi-useful idea: Ice Door

Have some water exposed to freezing but kept liquid by magma beneath it.  Engineer things so that you can maintain the water at 2-3 deep when you want it open and pathable, but when you want to shut it down, pull a lever to drop the magma away from directly underneath the water and it will freeze into a solid ice wall.  No exposed mechanisms or buildings, just a solid natural wall that appears and disappears on command.  The trick will be in draining away the water to an appropriate depth without exposing mechanisms to attack.

2nd idea: Magma Wading Pool
The undead won't path through magma will they?  I just had an idea for letting zombies wade through 2/7 magma while getting shot at by marksdwarves.  Whenever a zombie gets KO'd its corpse will be immediately burnt up by the magma, cleaning up its own mess!  If you use bolts that aren't magma-safe then you don't have to worry about stray bolts cluttering things up either.  No muss, no fuss.

199
DF Dwarf Mode Discussion / Re: Seeking help from Experienced players.
« on: March 20, 2014, 05:13:42 pm »
Constructed floors can grow trees just fine once they're muddy.
They will?!  I admit to not having done any science on this, but I was pretty sure that that was one of the standard accepted ways to stop tree growth.

200
DF Dwarf Mode Discussion / Re: How many smelters do I need?
« on: March 20, 2014, 01:18:13 am »
Unless I am using Magma, I find that I run into fuel restrictions long before my smelter capacity is reached.

201
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: March 18, 2014, 02:06:30 am »
A word of warning about making ice walls with buckets and ponds:  The first bucket of water makes an "Ice Floor", and it takes a second to create the "Ice Wall".  If you can arrange for two jobs to be created at the same time (overlapping pond zones) then you can keep safe from accidentally creating a path in. A minecart filled with water should be able to create an instant wall as well too.

...Then again that only applies to making an ice wall directly above a defensive channel, which is probably NOT what you have planned.
  *Ahem*
Carry on. 

202
My last weaponsmith mood produced a pickaxe.  It happens.

203
That is useful information.

204
It says that she is incredibly skinny.  Maybe she's just partially obscured by a Rope Reed?

205
DF Dwarf Mode Discussion / Re: Single Pick Challenge - Reawakened
« on: March 14, 2014, 04:10:57 pm »
That could make some sense.  It's not really a solvable problem though since you can't make the OMG any wider.

206
Hmm...so you're looking to create a ☼«+Fortress+»☼?

Ambitious.

207
DF Gameplay Questions / Re: Stockpiling masterful decorations
« on: March 12, 2014, 07:32:45 pm »
I think Fortydayweekend is looking for a way to do this automatically, but your suggestion would work.

So furniture without "Masterful Decoration" was being placed into a furniture stockpile that allowed only furniture of "Masterful Total Quality" (and masterful core as well I would presume).

Yep - all the furniture is masterful core so is also masterful total, no matter what level of decoration there is
I can only think of two things to try for your stockpile filters, both of which probably will not (and should not) work:
-Disable all "Core" qualities to see if "Total Quality" can somehow override that.
(Likely result: stockpile accepts nothing)
-Make a test stockpile which will Take from the stockpile where the various decorated items are currently situated.  Maybe that will allow the filters to work properly?
(Likely result: new stockpile takes items at all decoration levels just like the old one)

208
I think I just realized that the "Glumprong" tree is actually a "Glum-Prong" not a "Glump-Rong".  I was making some stuff out of Bloodthorns when it hit me the correct way to parse Glumprong.

Anyways, your dwarves have no reason to fear the haunting fog, for why should one fear an infinite fountain of clarity and purpose?  Don't those pathetic mortals see how worthless the life is that they so feebly cling to?  This cannot stand, they shall either embrace the glory of the fog, or they shall perish.

209
DF Gameplay Questions / Re: Stockpiling masterful decorations
« on: March 12, 2014, 03:27:13 am »
So furniture without "Masterful Decoration" was being placed into a furniture stockpile that allowed only furniture of "Masterful Total Quality" (and masterful core as well I would presume).

210
DF Dwarf Mode Discussion / Re: FPS vs Population
« on: March 11, 2014, 03:26:50 pm »
My understanding is that stockpiles are also one of the major sources of FPS problems since they are constantly searching for items to be stored inside them.

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