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Messages - ond_magiker

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1
Is the stockpile's max barrels set to zero?

2
DF Gameplay Questions / Re: Evil stuff in non-evil biome
« on: July 13, 2016, 04:51:33 pm »
Out of curiosity, were the undead creatures birds? I had a non-evil embark that was completely destroyed by murk-covered raven husks.

Yes, there were ravens involved. I'm pretty sure they were called something like "raven corpse", and not husks.

You can actually have a weird biome shear whereby you've got an evil biome in the air above the normal one. I've had blood raining onto my dog box watch towers, for instance, but not reach the ground. The blood even formed (invisible) pools up in the air. This is some kind of bug, of course, but it hasn't been tracked down.

Maybe that's the reason no dwarves complained. I found remains of evil rain in the trees, but never on the ground.

Oh well, new embark. An arctic biome this time, so it's the polar bears' time to ruin things.

3
DF Gameplay Questions / Evil stuff in non-evil biome
« on: July 13, 2016, 10:07:57 am »
I've been taking a crack at building an above-ground fortress which didn't end well. It was a 3x3 start in wilderness surroundings so it came as a surprise when it started raining rotten goo. A bit weird, but none of the dwarves complained as far as I could see. Then a bunch of undead animals killed my unprepared dwarves.

I re-checked the area to find it bordering a haunted biome. Is it possible for the evil to "spill over" onto nearby areas? Can evil weather travel a distance to mess things up?

4
DF Dwarf Mode Discussion / Re: The Essence of Dwarfiness
« on: November 25, 2015, 05:40:46 pm »
Dwarfiness is discussing topics like "should mothers in the military use their babies as shields?" in a calm, rational manner.

5
DF Dwarf Mode Discussion / Re: How to ☼KILL☼ some dirty nobles?
« on: October 18, 2015, 02:16:20 pm »
Lock him in a small room. Make sure there's a shaft going down into the room from a few levels up. Whenever the noble demands the creation of something, make it, then dump it down the shaft. Bury the bastard in his own stupid demands!

6
DF Dwarf Mode Discussion / Re: Your first experience with fun
« on: July 29, 2015, 10:58:32 am »
Urist McMayor: "Ah, the cistern is filling up nicely. Lack of water shall be a thing of the past. Urist McForgetful, you're in charge of closing the floodgates when the water level is high enough."

Urist McForgetful: "Sure thing, guv."

7
How do trees grow nowadays? Do they go from sapling to BOOM! Megatree! Or are there stages?

8
DF Gameplay Questions / Re: war dog training 'no creature'
« on: July 16, 2014, 09:06:13 am »
My embark dogs refuse to be trained no matter what I try - put them in a big pasture or a 1x1, or chain them up. Their offspring receive war training without any trouble whatsoever in a large pasture.

9
DF Dwarf Mode Discussion / Re: Smelter problems...
« on: July 15, 2014, 02:31:19 pm »
As you've found the caverns, have a look around in them. You can often spot ore veins there, allowing you to plan a safe digging approach.

10
Masterwork DF / Re: [DWARF] - Bug reports and known issues.
« on: April 23, 2014, 03:23:25 pm »
My v4j mason keeps making stuff out of wooden planks when I order stone sets in the Furniture Workshop. Planks aren't tagged as rock for some reason are they?

11
DF Dwarf Mode Discussion / Re: Vampires...
« on: March 07, 2014, 01:53:47 pm »
Vampires deserves nothing more - or less - than eternal meaningless toil. The simplest task for them is probably pulling a lever on repeat in a locked room, but it's easy to come up with more Sisyphean ideas: forever hauling stones between stockpiles or guiding a minecart up and down a hill.

In my current fort I'm planning on keeping vampires isolated, but with occasional access to the bedrooms of naughty nobles.

12
DF Dwarf Mode Discussion / Re: "Really?" moments you had.
« on: January 12, 2014, 11:37:52 am »
After playing for ~3 years: "Screw-pumps don't need mechanisms? Really?!"

13
DF Gameplay Questions / Re: How to zoom in/out during gameplay?
« on: December 26, 2013, 10:29:13 am »
Using LNP it's supposed to be [ and ], but it's not working for me. Changing the appropriate lines in \data\init\interface.txt to...

[BIND:ZOOM_IN:REPEAT_SLOW]
[BUTTON:0:5]
[BIND:ZOOM_OUT:REPEAT_SLOW]
[BUTTON:0:4]

...switches back to mouse wheel control.

ETA: Forgot to mention, you need to comment out or remove the [BUTTON:0:5] and [BUTTON:0:4] lines from other places in the file. Otherwise you'll switch z-levels while zooming.

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 14, 2013, 05:33:49 am »
As most Dwarf Fortress players already know, science isn't the only truth-finding methodology. An insightful mason finally discovered why my woodcutter went missing.

"The artwork relates to the encasement of the dwarf Lumberer Goldblushed in ice in Dabblerdagger in the midwinter of 261."

The weird thing is I haven't ever noticed water freezing on the map.

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 28, 2013, 03:48:54 am »
The dwarves just noticed they need a bigger stockpile for unprepared food, as the butchering area was filled with rotten animal parts and pink smoke. A few doors to stop the smoke from spreading into the main staircase wouldn't hurt either. Get to work!

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