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Messages - TubaDragoness

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91
He probably would be if he were the injured party. Sadly, it's the mayor who ordered the beating, not the King.

92
DF Dwarf Mode Discussion / Re: suicidal dwarves
« on: October 07, 2017, 03:24:31 am »
You can also install a door in your entrance to the caverns, and lock it when you don't want dwarves down there. My dwarves cancel-spam about inaccessible objects when restricted to the civilian alert burrow, but when I lock the outside doors and turn off the alert, they forget the outside world even exists.

93
Is this a modded or vanilla game? I coulda swore there was a tag in the normal dwarf monarch raws that makes them and their spouses excempt from normal punishment. Probably shouldnt have even happened.

According to my (unmodded) entity raws, there are three tokens of interest in the monarch definition. [MENIAL_WORK_EXEMPTION] , [MENIAL_WORK_EXEMPTION_SPOUSE] , and [PUNISHMENT_EXEMPTION].

Note the lack of a [PUNISHMENT_EXEMPTION_SPOUSE], if such a token is valid. Seems like either an oversight, or this was intended.

94
DF Dwarf Mode Discussion / Re: high boots...
« on: October 07, 2017, 03:15:19 am »
I had this happen once. Kept playing anyway to give it a shot; eventually I got frustrated after yet another promising militia dwarf was hamstrung and removed the low boots entry from the entity raw file.

95
Customizeable symbols has taken this to a whole new level. My group, the Just Stop, has an annoyed unicorn as its symbol. (Settled in a good plains to train war unicorns.)

96
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: September 28, 2017, 03:12:06 am »
Glassmaker gets fey mood, and we have no sand.

We've already dug his grave, and locked the room where the Glass furnace is. First Mood of the year, I should add. First mood, and we can't get anything from it. With the Werechameleon attack a few months earlier, I'm gonna take that as a bad omen.

Probably too late to matter for this dorf, but all the glass moods I've seen wanted raw glass as the first component. It's super cheap to buy from traders and you could probably even bring a few on embark. The game counts it as a gem for storage purposes.

97
DF Dwarf Mode Discussion / Re: Were antelope attack-Help
« on: September 12, 2017, 03:20:10 am »
Or wait until the full moon ends, and s/he'll run away. Give the dorfs who have been bitten nicknames or custom professions so you can pick them out easier, then build a super nice holding pen for them before the next full moon. It's almost as good as the ol' vampire bookkeeper for keeping forts alive no matter how bad it gets. You can include ways to drop in food and supplies if you like (or victims), but unless something major has changed, the form change every month resets any starving/dehydrated in addition to injuries.

That said, I've found having multiples can be a little unfortunate. Werecreatures of the same type consider each other allies, but if they change at slightly different times, they will attack the other "dwarves" in their pen.

98
DF Adventure Mode Discussion / Re: Names that made you laugh
« on: July 17, 2013, 05:11:46 am »
I've had some truly ridiculous names come up while playing, but my favorite was the goblin group that swore I'd rue the day I met "the Wet Babies."

99
Will the disintegrating boulder leave any residue? It's something I will certainly give a shot if nothing else works, though the forever "missing" designation I assume no corpse will result in is probably going to drive me nuts XD.

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(Also how on earth did firelizard skin become a viable material for making chests?)
That happened because the SKIN material has a MATERIAL_REACTION_PRODUCT that makes it become LEATHER, but you removed the LEATHER material so it ended up using the first material it found (which happened to be skin). This is the same reason why cave blob skin and cave floater skin cannot be properly made into leather.
I was remarking more on the ability to make chests out of leather, but this totally makes sense. The first attempt I made at editing this resulted in firelizard tallow items, because I didn't gen a new world and it grabbed the first thing it could for all the existing firelizard leather items.

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Gonna take a guess and say the books were Dragonriders of Pern?
Gold star, my good sir.

100
DF Modding / How do I stop a creature from giving butcherable resources?
« on: January 26, 2013, 01:42:36 am »
For background, my modding experience is rather limited. I do things purely for my own enjoyment, so it's mostly been mucking about with plants - adding booze tags (because I like growing dimple cups but don't like having a dye industry) and in some cases, adding entirely new plants (pumpkins, wild grapes). Now I am trying something new: adding in a creature that dwarves can keep as pets, shamelessly yanked from a book world I enjoy.

These pets, firelizards, are essentially miniature dragons with skin instead of scales. I am using them as an alternative to cats for pets and vermin control, because the idea of tiny little dragons flitting about just pleases me. I've managed to work out how the castes function, so I even have them in their rigid "color determines gender and size". But there is one BIG problem I have run into. In the canon, these creatures vanish upon death, leaving no corpse. Yet the civilizations of my world are wearing firelizard skin clothes and trading firelizard meat and organs.

I have given them the [REMOVE_MATERIAL:LEATHER] under the [BODY DETAIL PLAN:STANDARD MATERIALS], as well as the [NOT_BUTCHERABLE] tag. Is there something else I can do to fix this? Is there a way to make there just BE no corpse?

((Also how on earth did firelizard skin become a viable material for making chests?))

101
The bag was too small.

How does a dorf with the personality trait "views helping others as an imposition on his time" manage to migrate in as a master suturer?

102
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 23, 2012, 11:56:49 pm »
The confinement to Silversands was too much for the diplomat to handle; before the seige broke, his mind did. He is currently naked, save for a cloak, with over 8 combat log pages of leaping off a small hill.

I am sending a missive to the Mountainhomes requesting they limit superhero comic publications.

103
DF Dwarf Mode Discussion / Re: how do i keep my dwarves equiped with gear
« on: September 12, 2012, 11:39:28 am »
It is possible, if a little confusing. Go to the schedule portion of the military menu screens, and there is a toggle for off-duty uniform. If it says inactive : civ clothing, change it to say inactive : uniformed. I've found that for some reason, my recent fortresses have civ clothing as the default.

104
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: August 20, 2012, 04:12:18 am »
I was using garbage dump designations to separate useable clothes and trade goods after a goblin invasion, into piles of silk/wool, plant fiber/wood, and metal. During the process, one of my water source zones somehow was activated as a garbage dump.

My well is now full of large clothes and polluted with troll blood. :T

105
DF Adventure Mode Discussion / Re: Draw your adventures
« on: July 12, 2012, 03:24:23 am »
Try Open Canvas. It's a pretty light program but has good flexibility.

Also you all are amazing. Carry on.

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