Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 3370 3371 [3372] 3373 3374 ... 3706
50566
DF General Discussion / Re: What Would Urist Do?
« on: July 25, 2012, 09:14:11 pm »
Nothing. He keeps getting eaten by plump helmet men...

What would Urist do if he was in the middle of a tunnel with an artifact lead hammer in his hand, adamantine armor on his body, a masterwork steel axe in his other hand, an adamantine sword in his beard in case he drops one of his other weapons, AND at one end of the corridor was a goblin siege and the other had a barrel of masterfully brewed sunshine?

50567
Hm, if my parents got me that genetic engineering kit for Christmas a few years back...
Kidding, of course. Not that I'm sure how I'd get the bovine and cockroach germ cells anyways.

Of course, trying to live on the Martian surface would be moronic. Besides, you have to consider: Even if we do decide to invade Earth, our base would need to be fairly near the Earth. On Luna, we would not only be close enough to Terra for continued Internet use, we could also launch rocks or something at the earthly aggressors without too much of an issue. In fact, our spacecraft would be six times easier to launch, and would therefore be six times as fuel-efficient per ton, as compared to Terran spacecraft. So, subterranean communities on the Moon would probably be best. Sure, we lose magma, but that just means we'd have fewer deaths from magma (important, when we've got only a few thousand people!) and that we'd need to use more virtual magma.

Another question: I can't think of a good way to sorta go around this lightly, but our ability to survive kinda requires a decent female:male ratio. How many women, girls, ladies, etc, are there compared to those of the male gender?

50568
See ya, Sphalerite.

Brightwater succession game, first overseer decided by letting people vote. Then everyone else just nabs their turns.

Thats my suggestion.
Great idea! I might join.

50569
Ideas:
-snip-
Diamond stuff: I'm working on it. Currently, I'm making a Diamond Crafting workshop that uses gem cutting as a skill - hopefully you should be able to create diamond everything after the diamonds have been processed there (diamond is candy's evil twin, they're coloured the same although diamond should probably form less edge and have realistic density). Now, I think the only way to do this is to add "Diamond" to the metals list for use in the forge, but that's somewhat fitting - since the smelter seems to run off reactions, making a separate workshop for a separate reaction (diamonds -> majickle craft-diamonds) is all that's needed. For now.

Planks/blocks: That recent sawmill mod sounds like a great way to integrate this, especially since in Minecraft (for you not in the know :P ) you can turn one log into four buildable planks. I'll talk to that guy about it.
Neat, my ideas are being used! Will the diamond stuff be in in time for Caverncrept?

Quote
Gunpowder itemcorpse: I considered this one. But I don't know if you can have more than one itemcorpse, since creepers already drop creepite (flashboiling rock, also used for ghast fireballs). The ghast fireballs was just me wanting to recycle my explodey material, it could be changed, but I don't know about multiple drops (or if the gunpowder would just get destroyed).
I mentioned a way to do this; if you're interested, I could go over it in more detail.

Quote
Gather snowballs: I don't know how, but this could be fun. Maybe make "snowballs" a tundra-only plant that only grows in winter. Then you could either use them as hilariously weak crossbow ammo or craft them into the also hilarious Snow Ballista Bolts. That sounds tricky and annoying, so I'll have to look for better solutions.
I was imagining that snow balls would be an ammo you could produce for free in a special workshop or something, which because of how low the melting temperature is for snow would have to be outdoors in a freezing area.

Quote
Books: Well, we have our custom-reaction blank game-object books. So I have an idea not involving those!
- "Writer's Office" workshop, requires some crafty labour
- Convert large amounts of paper into books, along with some leather for binding
- Books can be converted into bookshelf furniture (can you add new furniture?) at the same workshop.
- Or they can be used as a valuable trade good!
Alternatively, all the workshop does is make the blank books that necromancers already write.
re:Furniture: I think I mentioned this. Technically, no, but you CAN add new tools, have custom workshops require those tools, and use the workshops to raise the value of a room. As to the rest: Pretty good.

Quote
Sugar cane: Definitely, they should be convertible into sugar and syrup as well, and be used for paper (perhaps at yet another custom workshop, the Pulp Mill, which can also use wood)
Again, it might make sense to have rope reed be paper-able as well.

Quote
Reclaiming stuff: Oooh, blocks. I like the idea of turning Minecrafty materials into buildable blocks, valuable blocks that you could use to raise the value of stuff that requires blocks (screw pumps, wells?).
Most "minecrafty" stuff can already be turned into blocks--wood, stone, metal...well, that's about everything except gems. Minecraft blocks can usually also be turned back into raw materials.

Quote
Bone meal: Yes please! That should be fairly easy using pre-existing bones. It would be done at the Soap Maker's workshop because I'm sick of thinking up all these custom workshops :P
Heh, good point.

Only one corpse item.
Except by the workaround where the creepite explosion is an attack which has a syndrome that turns the creeper into a creature that will die quickly and leave no corpse--say, an "exploded creeper" which has all of its bodily materials evaporate at a temperature one degree below HOMEOTHERM, and then the gunpowder is the normal itemcorpse. Sadly, it takes away explosions-on-death...

Quote
Bone meal, it must be noted, is already considered in vanilla DF, just not manufacturable.
Know how to make a custom reaction manufacture it?

50570
DF Suggestions / Re: Totems useful against necromancers/undead?
« on: July 25, 2012, 08:50:49 pm »
This is one of the most unambiguously great ideas in the history of suggestions! Just placing a properly prepared totem on a slain corpse to keep it from rising seems no more supernatural than the corpses rising in the first place.
Perhaps, but it doesn't make sense. "I'll put this skull, a symbol of death, on a corpse to prevent the powers of death from working on it!"

I like this idea. After all, just about every religion has one There's a thread called "cults" that would be a perfect fit for this idea. Perhaps, we can combine the two ideas?
Cultists using totems would make sense. Cultists warding off the undead usually wouldn't make sense, depending on the cult. Totems warding off the undead is stupid--use the symbols of dwarven deities or whatever.

Quote
As for general suggestions- I think it would be interesting, if civs were more/less likely to trade with/attack your fort, depending on what was being "advertised" via the use of the totems. In the "Cults" thread, there is talk of building temples. Perhaps, the totems an act as enhancements to the temples? After all, the difference between a church and a synagogue is the symbols that are used inside and around the building.
Totems would probably turn off more civilized folk and attract more barbaric folk, especially if the totems were of sentient races. Harvest some elf skulls somehow and turn them into totems, and you could be trading with the goblins whilst defending against dwarven sieges! These goblin traders would be rare, but as goblin culture "infected" yours, more goblins would be fine with coming here and you'd be able to collect elf skulls more easily than before, thanks to more lenient ethics towards eating people.

It's voodoo, but that's normally evil and related to zombies. So necros would ally with the voodoo guys with totems.
Not exactly, but close enough.

50571
DF Suggestions / Re: Gradual change of race in a fortress
« on: July 25, 2012, 08:46:35 pm »
...No, not at all. Also, quote the post you're replying to unless it's right above yours.

50572
DF Suggestions / Re: A use for toys
« on: July 25, 2012, 08:45:59 pm »
Yup, been suggested. A use for toys is being planned, what exactly it is we aren't sure yet. Footkerchief might know, as might those who spend more time around the FotF thread.

50573
DF Suggestions / Re: Dwarf Skills Based on .....
« on: July 25, 2012, 08:45:02 pm »
Neat, thanks.

50574
DF Suggestions / Re: Clean Work Area
« on: July 25, 2012, 08:44:30 pm »
Quote
I suggested changing your playstyle because it would avoid the issue which seems to annoy you so much.

Next time I see my old man, I will mention that he should change the way he drives when he is stuck in traffic. I'm sure he will be much obliged by me telling him that his driving style sucks...
The analogy doesn't fit. Traffic is not something you can control. You have full control over whether or not you designate a construction zone on top of items which are currently queued for hauling. To use your analogy, this would be like your old man demanding that the speed limit be raised so that he can get to work on time rather than leaving the house a few minutes earlier. Change your behavior to fit the environment, because the world isn't going to conform to your wishes.

I mean I'm not telling you that you can't complain, just that complaining is going to do no good. Until Toady makes another pass at hauling, things are going to stay the way they are. You can avoid the issue by ensuring that the construction area is clear of items which your dwarves will be hauling/using. If you continue designating walls on top of items then it is entirely your fault when you get gaps in the wall.

If this WERE changed, we'd have your opposite on the forum RIGHT NOW complaining about job cancellation spam due to items that were moved by builders not respecting the in-use tags.

It DOES fit. And traffic CAN be controlled. Ever heard of a stoplight?
Your dad controls the stoplights?

Quote
And, for the record, I'm aware that the world isn't at my beck and call. DF, however, can be improved upon. And the improvement that I suggested was for it to be EASIER to build walls in areas that are LITTERED with lots of items. I'm not you and I'm fine with that. If you want to have crooked walls, be my guest, but I consider them to be an eyesore. And when did I say that jobs should be cancelled? I was saying that moving the item should be PART of the building job. What's so hard to understand about that?
The items ARE moved, unless a dwarf is already in the middle of moving it. Stop complaining about problems that aren't there.

50575
DF General Discussion / Re: What Would Urist Do?
« on: July 25, 2012, 01:38:22 pm »
Nothing. Well, until he got hungry.

What would Urist do if he found himself in a Minecraft world?

50576
DF Modding / Re: giant centipede
« on: July 25, 2012, 11:49:34 am »
wonder how I'd set up the segments to be zombies.....
Give the legs the [GRASP] tag, or give the segments the [HEAD] tag. The former will cause cut-off legs but not legless segments to be animated, and might also cause neat wrestling issues; the latter will make cutting off the centipede's head meaningless and allow them to wear hats on their segments if they get [EQUIPS]. Pick your poison.

Suggestion: Centipede men. Or giant millipedes.

50577
DF Modding / Re: Fun Mod - Graveforge
« on: July 25, 2012, 11:46:32 am »
Here's something to consider: Currently, stack sizes don't matter. If I were making a bone block reaction, I'd have instead made it take a custom ammo type, which dwarves are allowed to make, and turned IT into blocks.
Here's how it would work: A dwarf makes 5 "block bits" or whatever from a single bone in the Craftsdwarf workshop, then takes them to the Graveforge. The bone blocks reaction takes, say, 10 block bits (two bones' worth) and makes one bone block from it. Roundabout, but dragons make more blocks than cats and skulls won't get blockified.

50578
"And wouldn't you know it? We haven't had a single mandate in years!"
Hilarious. Great story.

50579
Ideas:

--Diamond stuff. According to the Minecraft wiki, diamond gems can be made into swords, shovels, picks, hoes, axes, blocks, armor, jukeboxes, and enchanting tables. Those last two can likely be left out, unless you want to include basic magic of some kind in this mod (in which case add books and the enchanting table), shovels and picks are unneeded, and the rest should be added. Emeralds can also be turned into blocks, and gem blocks can be turned back into gems.
--Rename wooden blocks to planks. Look in the inorganic_other file, and add the tag that makes earthenware blocks called bricks on wood. Just a stylistic thing.
--Make creeper explosions a fatal attack (which must either destroy the creeper's body in the process or turn the creeper into a non-creeper to function), and give them an item-corpse of gunpowder. Add TNT--there was a creeper mod a while back that had TNT.
--Gather snowballs (snow melts at warmer temperatures, so it's completely useless in warm areas/seasons without snow). Turn snowballs into snow blocks.
--If you add books, add bookshelves, which should be a fairly valuable tool that can be placed as a custom "workshop." Actual work done there optional.
--Sugar cane. Kinda like aboveground sweet pods, you seem pretty good with plants so I won't waste time explaining how to do this. If you implement books, these or rope reeds should be able to be turned into paper for the books.
--Reclaiming resources from various kinds of blocks--turning blocks to stone (for blocks to a stone, remember), and similarly with metals and gems.
--Bone meal, which can be made from bones. Also a reaction to turn it into potash, so it can be used as fertiliser.

That's mostly from skimming the Crafting page of the Minecraft wiki. Disregard anything you think is stupid, redundant, or otherwise not worth doing.

50580
DF Modding / Re: Simple pressure plate mod [Idea]
« on: July 25, 2012, 11:10:10 am »
Why would you need to change 300 values? Just change the dwarven BODY_SIZE to be slightly smaller.

Pages: 1 ... 3370 3371 [3372] 3373 3374 ... 3706