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DF General Discussion / Re: Calling all amateur Threetoes!
« on: June 27, 2011, 12:50:45 pm »I'm going to be blunt: Analysis should be shorter than the actual story; The stories should be bigger.*glances at stories*
Yeah...oops.
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I'm going to be blunt: Analysis should be shorter than the actual story; The stories should be bigger.*glances at stories*
Jump off a rollercoaster because he saw a sock.A. Jurassic Park.
WWUD if there was a segregation between Dwarves and elves?
But I want to make cat-killing mechanisms out of cat soap...So you're saying that you input a soap bar as a reagent, and then have the product as a boulder that gets its material from the reagent?Er, perhaps you don't understand. I have rocks made out of cat soap and stuff. Cat soap does not appear in the stockpiles lists.Then it should be as simple as altering your stockpile permissions.Soap only comes in the form of bars, unless you've modded in a "soap stone". So just make a bar/block pile and change the settings so that only soap bars can be placed there.I actually modded in a reaction to turn soap bars (bars made of soap) into soap...rocks? (...rocks? made of soap).
You won't be able to make mechanisms or anything with it though, you need to mod in a soap boulder for that, and then create a custom reaction to take a soap bar and make a boulder out of it.
In order to make a stockpile with soap "stone" you'd just enable stones in a stockpile and then disallow anything that wasn't soap.
What I would do in your situation is make a soap 'mineral' that doesn't actually appear anywhere naturally. Then I would have the output be just that soap rock. It would prevent you from having "Cat Soap mechanism" but you'd still be able to make "Soap mechanisms" and the "Soap" thing would still show up in the stone stockpile section.
Stone stockpiles don't have a setting for soap, so you can't store soap boulders anywhere. This is hard-coded and not something you can change. This is similar to the bug that causes large gems to never be stockpiled due to crafts workshops not having a 'gem' option in materials.Guess I'll just have to build the mason's workshop right next to the soapmaker's...wait, why is the mason going all the way into the mines for stone?
I'm having a similar problem in a megaproject I'm working on, where I've modded in geese that lay amber blocks. Block stockpiles don't have an option for 'amber' under materials, so the blocks never get moved into stockpiles.
Sorry, I had trouble realizing I was ranting.Don't you hate it when people argue with you by explaining what happened to be your entire POINT?So, these lungfishes I'm seeing estivate the whole year? These is NO water on the map, ANYWHERE, at least not on the surface. I think even lungfish need water to eat, as they can only swi...ah, right, DF =/= logic.Quote from: http://en.wikipedia.org/wiki/LungfishLungfish are best-known for retaining characteristics primitive within the Osteichthyes, including the ability to breathe air...
African and South American lungfish are capable of surviving seasonal drying out of their habitats by burrowing into mud and estivating throughout the dry season.
You have to keep in mind, at all times, that this game IS NOT FINISHED... There are so many little things like this that toady will get to eventually, one could go crazy fussing over them all.
Want to talk about logic, you can 'distill' beer from wheat and nothing else, and have seeds left over to plant after you are done! No water needed, and the part of the wheat you normall would consume IS the seed, and you dont distill beer, you brew it!
I could go on and make a huge wall of text out of the myriad things that are not right, but really, it just boils down to the fact that a lot of what we are playing with are simple placeholders that have minimum functionality and will be fleshed out at a later time.
Sorry, I have trouble translating rant into english...
Nothing different. Just the same old stupidity.Nothing...Also, what's anonymous?
WWUD if he was attacked by a member of anonymous?
I thought werewolves were scary.Werewolves nothing. If you want anticlimatic, go for zombies. Dozens of dead zombie critters, including several badgers and badger people, no wounds.