Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Abregado

Pages: 1 ... 19 20 [21]
301
DF Suggestions / Re: Migrant Interface
« on: June 07, 2011, 09:43:48 pm »
Runesmith has an option to remove an entity from the game without death. I'm sure someone can create an App that keeps watch for migrants and "nicely removes" them if they do not have particular skills/attributes/genders/castes. DFhack/DFusion coders might also be good targets for your pleas :D

302
DF Suggestions / [ONLY_CUSTOM] Tag for Civs
« on: June 07, 2011, 09:14:05 pm »
Would love to see this tag [ONLY_CUSTOM] available for Civs to restrict their reactions and workshops to the custom ones only. Would make life so much easier for a lot of the TC's out there.

303
thanks for the fast reply!

The stockpile issue was mostly about Planks. Lord knows how i get them to be stored!

Another suggestion would be to make "trash" plants. So you send your guy out with plant gathering and he collects all the Plastic Bottles (barrels), Old auto parts (melt into iron/steel), Tinned Food (non-edible but cookable food). These plants could just not regrow, or maybe only regrow in the Landfill biome :D I would think this will increase my feeling that I am scavenging for items at the start rather than just digging everywhere in the clay until i hit some metals.

Oh and for something ridiculous put in a way to get -*Depleted Uranium Bullets*- :D:D

My current survivor camp has a swarm of infected sitting outside under my draw bridge with no way in. Good training for my Riflemen! :D

304
@IT000

Downloaded and played your mod. Its really quite enjoyable! Lost my first 3 forts, which in vanilla hasent happened for AAAAAGES. Probbaly to do with most of my humans having Depression above 80!

Suggestions:
  • Any chance you can list in the readme WHICH LABOURS the new jobs use? I cant seem to get one survivor to Build Ammo, and another to build weapons.
  • Use more of the abnormal labours. Who cares what its called, just being able to tick the box that says "Burn Vermin" OFF would be nice. Maybe Alchemy for Gunpart MFG, ect.
  • Infected climbing (limited flying)
  • A way to keep your miners from dying, but not indefinitely. Respirator, Bed Rest to remove the immediate effect, but long term effects still will kill them(maybe Medicine that can only be traded from Enlightened
  • List which stockpiles the new items use and exactly what skills the new weapons use
  • Put the name of the Caste in the description, or make some other way to tell!

Keep it up!! To anyone who is looking to try this mod out DO IT (but install the zombie pus removal thing, as currently they SERIOUSLY GIMP your fps)!!




Pages: 1 ... 19 20 [21]