50986
DF Modding / Re: Bronze Colossus Fortress
« on: June 30, 2012, 08:27:52 am »
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I had to deprecate the entire "magic wood" thing in development because I had issues with declaring the PLANT_MAT; WEAPONWOOD is now in its own file.I see. Here's hoping you fix the bug that move made soon.
A idea 'bot:Electricity's sorta hard to do in DF, but while we're on it...
It's kind of round-ish, with a indent on the bottom. That indent holds a [CLOUD:THUNBER] inside it,and it is the thing that hypotheticly makes it fly. It shoot's lightning from a cannon near that little cloud indent, and has a few sensers on it that could get damaged. It's the basic friendly sentry bot.
Bigger versions ( Whale-sized) might have "wings" each with "turbines" with there own little ministorms under it, and of course that lightning gun would change from a small zap to a dwarf-obliterating pulse of pure electric hate.
You mean for the mod? Sounds sensible.No, no, no! They'd go all "Why the circus are there these shearable cat thingies?" and the cover would be blown!the turns should go in order of who signed up.
Thanks for helping in my very first step in stockpiles gestion (I was quite confused reading all reports of head scratching that I never used). I'll give it a go.You probably embarked with it or bought it from a human/dwarven caravan.
For the stone menu, I thought about it, but :
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EDIT: Special Edition !! Newb Player Con By Elves Merchants !
I notice the () surrounding the limonite: not Dwarf made
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...I was trying to leave something for the OP to think about. Maybe he's got a tower that would make a great tower entrance or a cliff he's built the fort into.you need to figure out some way for the only entrance to your fortress to be from below, then slap some hatches on it.If you can fit a U-bend underneath any of the entryway corridors, that works fine.
Before:
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After:
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__ 0 __
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That said, I'm not sure how a building destroyer's 'smash it from two tiles away' behaviour would interact with something like this. A two-tile thick wall would definitely stop the building destroyer from standing close enough on the same level.
And for the ghost question, have two slabs made at the Mason's work shop, then, under rock at the craftdwarf workshop have them engraved as memorials to those two guards. Then build them somewhere. Poof, no more ghost.There's this weird bug where you can't engrave slabs for non-citizen dwarves. Regardless of if that was fixed, I'd leave the ghosts around for ambiance and install a mist generator.
I've read that reagents REALLY far from the workshop aren't accounted for. Maybe that's the issue.good thinking my friend! that did the trick. idk whats up with the menuI don't know either. Can you cancel one of the manager-created-jobs and try again to manually tell them to smelt galena, to see if it works now?
2: The usual teeth are ivory things. These teeth are from being knocked out of the mouth, severed you could say, and probably count as a body part, not teeth. I'm guessing though.
I did some testing and it seems these are considered body parts, not ivory. I've tried to make ivory/teeth crafts and it ignores them. Good to know--now I can dump them and clear up some stockpile space.
I've seen some "teeth are being ignored for ivory crafting" threads, so I was pre-informed
I think steel is more valuable than silver, but of course you want to save steel for home. Large silver serrated discs are good exportin'.3)To use local ore and to train a weapsonsmith, I am making silver weapons for export. I know value is determined by material value and by craftsmanship, but are all weapons worth the same base amount? I couldn't find a speadsheet on the wiki. If they are different, which is most valuable?I think they are worth different amounts. To maximize the value, you should carefully look at the trade agreement with the liaison to see which things they want to buy. They can easily pay double for something they want, so that's what you probably should sell them.
Soap, as far as I am aware, works because it emulsifies. It might work as a makeshift lubricant, though probably not as well as most oils. You want something ductile or fluid that is hydrophobic. Booze seems like a particularly bad lubricant to me.I don't care if alcohol is a bad lubricant. Most fortresses have a lot more of it than any non-water liquid, and water isn't flammable. Also, imagine being able to boast about having a fortress where your wine is used as track grease.
Squeaky doors, on the other hand, are a nice idea along with the obvious ones. Perhaps squeaky doors cause noise like construction does, while lubricating them doesn't.Sounds good, although probably not as much noise. Also, once secret doors are implemented, having them all sqeaky is a big no-no.
Heh.... That sounds funny. Reptilomammals. Heh. I dunno why, it just sounds funny. Then again I had a mental breakdown a few hours ago so alot of crap sounds funny to me.
Why is everyone I know having mental breakdowns at the same time I am?
And yes, I am pretty sure a kobold would go insane from a shiny withdrawal. Im not even kleptomatic and I need something shiny to play with near me at all times. So I am sure tiny unstable kobolds taken from their homes, enslaved, then put into a too-too for dawww...