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Messages - Fireborn

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1
Utilities and 3rd Party Applications / Re: DFHack Tiletypes question
« on: January 03, 2016, 05:49:16 pm »
What I remember of using it:

It only affects the tiles you're changing, which is why no roof, as that's technically a different tile, and the program doesn't want to get too presumptuous.

As for the mined out floor: Has it been siltstone no matter where you put it, or merely where you've tried.  Because for a while now, the floor is the layer material, rather than whatever the walls were made out of.  So, if you want a different kind of floor, you'll have to pop the tile painter over to floor.

2
For non-armor clothes, there isn't too much difference.

At a minimum, to avoid bad thoughts you need something that covers upper body, lower body, and feet.  I've heard that robes cover both, so absolute minimum would be robes and shoes/socks.

There're long bits about how much armor you can stack on a dwarf for maximum deflecty of death.  Cloaks and hoods do provide a surprising amount of deflection.

3
DF Dwarf Mode Discussion / Re: What is the best way to build a well?
« on: January 25, 2014, 01:29:12 pm »
As for straight channeling: If the dwarf can't stand anywhere else, they will stand on the tile they're channeling.  This removes the floor, leading to him falling.  TeleDwarf brought the fix for that.

On wells, I tend to build a designate cistern, usually with four wells attached and near/in my hospital.

If pulling from a surface source, I build a pump set to fill stairs down to a tunnel leading to the cistern.  It is important to understand water pressure, as one of my early forts drown because of this method.

Set up as
Code: [Select]
O_O
_>_
O_O
on the first floor. I use a tile set, so I've forgotten what the ASCII is for wells and downstairs, so forgive if they're wrong.

To prevent the "muddy water" thought, it should be at least two z-levels deep, or at least the spots directly under the well.  As I'm silly, I tend to go at least three, with up-stairs lining the bottom to prevent mushrooms if it ever runs dry, and a drainage chute in case I feel the need to get in, all smoothed, and punch the whole floor of the 6x6+ chamber out after smoothing it's walls.

And actually describing this has made me want to revisit water as a defensive measure...

4
DF Modding / Re: How to simplify wood?
« on: November 10, 2012, 04:38:08 pm »
well if it's all turned off, i can't imagine it having a problem if you simply just removed mines/golems from the raws.
Suppose you need to remove anything which helps make both of those also, possibly simpler than restarting from scratch and trying to re-add all you that did like.
Perhaps, but with everything turned off, I note a lack of many vanilla creatures.  So, eh.  Besides, the more I tinker with the raws, the fewer questions I have to ask if I want to make something from scratch later on.

Note that you'll have to copy over the "rough" plant to get it to work.
Indeed.  Found that, and copied it over.  As well as the "advanced" forms, and the reactions for them.  Wouldn't know, off hand, the [BUILDING:_] for Carpenter's?  Tried CARPENTER, CARPENTERS_WORKSHOP and CARPENTERS, none seemed to work.

Right now, I've imported the Timberyard as well...  although cut down.

5
DF Modding / How to simplify wood?
« on: November 10, 2012, 02:29:53 pm »
After playing around with Masterwork, I enjoyed quite a few of the simplifications... but not much of the added content.  [Specifically mines and golems still showing up with everything turned off.]

I've been poking around in the raws trying to find how they simplified the wood, but not having much luck.

I basically wanted to import it into my standard raw changes.

Edit: Derp, found it.
[TREE:LOCAL_PLANT_MAT:WOOD] is changed to [TREE:PLANT_MAT:ROUGH:WOOD]

This should speed up finding dependant changes as well...

6
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: November 05, 2012, 09:49:44 pm »
Eh, if Ubu can do it.
Spoiler (click to show/hide)
Perhaps my best combat report.  Both had masterwork steel spears, both decided to punch him in the face instead.

7
DF General Discussion / Re: How far must a dwarf fall to die?
« on: August 02, 2012, 04:33:08 pm »
20z is fairly sure.

20z + spikes is very sure.

Though, I've had a miner channel 1z, onto stairs, and die.

8
DF Dwarf Mode Discussion / Re: keeping adamantine out of the hospital
« on: July 04, 2012, 11:05:14 pm »
Despite rumors to the contrary, hospital storage limits still seem completely broken.

Therefore: Don't ever build storage in a hospital.  Make a cloth stockpile, a thread stockpile, and a finished goods (Splints/crutches) one.

Now even more effective since workshops can be make to take only from stockpiles designated to give to them.

9
Your world is literally not genning dwarves at all? Without even a preliminary spawn?
1st, 312/383; First civ is human.
2nd, 257/320; ""
3rd, 322/391; ""
4th, 138/164; ""
5th, 466/538; ""

The first two I embarked under did seem to have all the dwarven supplies, their booze and seeds, in fact I thought where is said "Tab: Humans" was just an odd one off that I'd never noticed before, until I saw they were all "Medium Sized Creatures prone to great ambition."

It's possible somewhere in those "hidden" civ entries, the dwarves are hiding... but I've never genned a world and had this happen.

Quick-edit:

They all have sites marked "Mountian Halls" but eh... They're all listed as founded by the Human Civ that's first on the list...


Slow edit:

Well, lucky number seven genned me a dwarven civilization.  6 just kept rejecting regions because of... pretty much everything.  Lowering the number of volcanoes to 10 made 7 go through.

10
If that were the case though, wouldn't a dwarven civ still be the first on the list?

In legends the first is all humans.

11
First three were minimum 100 volcanoes, end year 100, nothing else changed from "small region" default. (Forgot to up minerals.)

fourth was "small island" default, 5th now was Basic Gen.

Spoiler (click to show/hide)
That's my entity_default dwarf entry...

12
Well, this is new.

Four world gens in a row in which all civilizations are humans, goblins and elves...  Hilarious really, but getting annoying.

Is this a bug in the current version?

13
DF Dwarf Mode Discussion / Re: Surviving in terrifying biomes
« on: May 23, 2012, 09:22:16 pm »
I've got the lamest Terrifying Zone for our most recent succession fort.

No reanimation... no zombies... it rains rain...

And the mist?  It causes a mild fever and drowsiness that last a day...


So, you can always survive by getting one that's actually easier to survive in than a normal biome...



But yeah, when undead are rampant, dig in and seal up asap.

14
Thread

I actually don't use his increased values for attributes.  But I do remove rusting.  And, if you remove rusting, you have to remove attribute decay.

15
DF Dwarf Mode Discussion / Re: Leather Armour vs. Leather Clothes?
« on: May 21, 2012, 05:37:31 pm »
I think clothing has no armor value at all, so it can only deflect the most marginal of blows...

While Leather Armor is one of the lowest modifiers, it's still better than nothing.

Bone Greaves, Helms, and Gauntlets will preform better than Leather Helms, Gloves, and Leggings.  But may be harder to come by if you already have all the leather on hand.

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