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Messages - MehMuffin

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1
DF General Discussion / Re: Linux DF delayed / Computer death thread
« on: November 28, 2017, 02:24:47 pm »
In unzipping the tarball, I got a bunch of warnings about timestamps for the files being in the future. A small sample:

[noparse]
Code: [Select]
[/noparse]

This is likely just because the VM's timezone or date/time was set incorrectly. I have yet to run DF, but I don't think it will harm actually running it.

irrelevant now, but probably the result of the linux VM setting UTC based on timezone-adjusted windows time.

also just tested creating a world and starting a fort in it and everything went smoothly

2
There's nothing only I have done, and always have done in all my forts, but... somewhat vertically stacked partially floating workshops for the purpose of faster production seem rather uncommon elsewhere, I guess.

I sorta know what you mean by vertically stacked partially floating workshops but I don't really. Is there a map/save/diagram you could point me to as to what this means?

I ask mostly because I get very nutty with efficiency in a lot of my forts and try keeping them in 20x20x20 or similar cubes with long tunnels branching out elsewhere.

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 18, 2017, 10:51:26 am »
5/12 artifacts have been grates, so far. This calls for a really fucking pretty magma landmine and fountain set, I think.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 15, 2017, 11:37:40 am »
So I finally managed to cast obsidian around the bitchy little green glass blinding dust beast that wandered into my cavern, question: is it ever going to be safe to remove the obsidian, or would doing so immediately reveal the beast still trapped inside?

5
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 08, 2017, 10:16:28 am »
My dwarves keep putting candy thread in the hospital, despite the fact that the extractor workshop is linked via exclusively giving/taking stockpiles to the smelter for making wafers. Does anyone know if there's a way to keep them from taking my precious blue thread or am I just perpetually going to need to dump and reclaim this shit?

6
DF Dwarf Mode Discussion / Re: TAVERNS - How do you do?
« on: April 04, 2017, 07:52:40 pm »
I usually do a big dance floor and then a "bar" of tables and thrones on one side with drink stockpiles on the far side. Preferably carefully color coordinated.

Also important to have a magma flooding system.

7
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 03, 2017, 03:09:30 pm »
Thinking about clearing out the second cavern's rutherer population, but worried about them all reanimating. Is there any way to make sure the corpses will be removed soon enough after my military kills them? (the only reason I'm killing them is because I think the fuckers are hurting my fps)

8
Went with random name and never checked it, six years in it turns out I've been overseeing "Shootworkers" this whole time.

Time for a crossbow range.

9
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 15, 2017, 10:06:01 am »
In the process of digging up my adamantine spire, ran into the third cavern layer feat. a lake. So that vein (my best) is currently on hold while I figure out how to get someone down there to (a) stopper the hole into the cavern, and (b) dig a drain into the smr for all the water...

10
Just confirming, but there's no way to use work orders at a clothier's to make 10 shirts if there are less than 10 shirts, is there?

(Amount of items is literally all items, right, not the item being produced - so I have to select a specific item if I want it to trigger on that item, and shirts/dresses/etc... aren't available to choose).

Just put in a condition based on (p)roducts and it'll use whatever you're making as the limiter, shirts, dresses, whatever, etc.

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 13, 2017, 12:23:03 am »
Something with deadly dust showed up, so I just closed that cavern layer for now. We don't have the dwarfpower for cannon fodder at 25 dwarves, unfortunately.

Also trying to figure out what's keeping fps down. Fairly certain it's just the additional pathing demands of the fort getting bigger, but quite annoyed about that. Hopefully once the citadel and the magma renovations are done we'll get back up to 100.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 08, 2017, 07:31:58 pm »
I am playing a game of dwarven minesweeper, where I carefully try to dig around the HFS and get as much adamantine as possible.

It's just as hard as it sounds.

The trick is to not bother looking for the empty patches and make the whole board explode it works with dwarves too

13
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 08, 2017, 03:30:19 pm »
Well, now that I've finally finished obsidian-ing off the caldera so construction can commence on the sub-caldera passage and magma pipes, I've realized that I might actually be better off, um, not doing it this way. Considering channeling out the top five or so levels of the citadel that have already been cast and redesigning them, and then just working with a (easier to manage) artificial caldera so I can use the whole space of the original one for maintenance access.

Also, finally got the queen to marry my other axelord (she's an axe, uh, lady). No one is really friends in the fort because I only have twenty five or so dwarves, so everyone is always working instead of socializing. But enforced flirting appears to have worked wonders.

14
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 06, 2017, 06:33:57 pm »
My militia commander/baron/swordmaster has been possessed by a ghost and tantruming lately--exploits including missing my spearmaster for over three pages of combat logs, and then literally kicking a duck's head off.

Then he calmed down.

Not sure how I feel about this.

15
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 05, 2017, 01:28:13 am »
A little too late, but I think DFHack command "fix/loyaltycascade" fixes loyalty cascades, according to the wiki.

Also, I don't think DF crashes with weapon traps, but that might be just me. Man, I know it's so sophisticated and all, and that Toady needs sleep, but sometimes I wish DF could be more stable when it comes to things like creatures jumping through fortifications.
Df seems to crash when weapons in weapon traps break after wearing out, so it won't happen right away.
So any suggestions for what kind of traps to use that won't crash the game? (Sans cage traps, since I still want a fight.)

Can't go wrong with upright spikes linked to levers on endless repeat. Failing that, stone traps loaded with, say, cinnabar ought to do a number on invaders.

Do upright spikes not experience wear/cause crashes?

In other news the local bear population has a bit of an alcohol problem:




A masterwork bucket. *facepalms*


In other news, I'm starting up a fort in a modded game.

Archfortress in the beginnings of the world.

Game says it's Spring, but I look at the screen. There is snow. Maybe it's because I haven't unpaused it yet...

Buckets were all being melted to train up my blacksmith lol

And it's probably just a cold biome some never go above freezing

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