1726
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1727
DF Dwarf Mode Discussion / Re: Dwarf in a cage trap.
« on: November 30, 2011, 01:40:21 am »@ OP: Don't forget to let your little captive out of the cage so he can get medical treatment. Also, food and drink because those are kind of important too.
You'd have to be pretty ninja to not fall into a trap when your unconscious body lands on it.
By the way, be sure to release your caged dwarves. They can starve in there if your other dwarves aren't nice.
...
and I had to release him by building a cage and placing a lever to open it. he promptly went to hospital and had his leg fixed.
1728
General Discussion / Re: Happy Birthday to Me!
« on: November 30, 2011, 12:14:02 am »
Bappy Hirthday!
Quote
This is a masterfully prepared cake. The ingredients are masterfully minced dwarven flour, exceptionally minced dwarven sugar, exceptionally minced chicken egg, and exceptionally minced cow butter.
1729
DF Dwarf Mode Discussion / Re: Dwarf in a cage trap.
« on: November 29, 2011, 11:58:25 pm »
I got it. Dwarven tartare.

Minus the egg.

Minus the egg.
1730
DF Dwarf Mode Discussion / Re: I wish I had this door as an artifact.
« on: November 29, 2011, 10:20:38 pm »
I won't complain, though.
Code: [Select]
This is a shale door. All craftsdwarfship is of the highest quality.
On the item is an image of skulls in granite.
On the item is an image of an emaciated body in granite.
On the item is an image of a skull with an emblem in granite.
1731
General Discussion / Re: Things you miss really, really badly
« on: November 29, 2011, 10:18:21 pm »
I didn't know how badly I missed the DF music and intro movie until I listened to/saw it after resetting the init. For some reason, it gave me such a feeling of nostalgia - I haven't heard/seen them in about a year and a half. I have them on now.
Hell. I feel like a total badass now because mine still works, and I have a really nice game collection. Kirby64 is the one that always ends up being stuck in it, though.
fixed that for you.
Being able to feel like a total badass for owning a N64.
Hell. I feel like a total badass now because mine still works, and I have a really nice game collection. Kirby64 is the one that always ends up being stuck in it, though.
I miss legal gunpowder and when you could actually see things go boomin physics/chemistry
fixed that for you.
1732
DF Dwarf Mode Discussion / Re: Dwarf in a cage trap.
« on: November 29, 2011, 09:36:20 pm »
More like carpaccio, if you think about it.
1733
DF Dwarf Mode Discussion / Re: Your elegant, wasteful designs.
« on: November 29, 2011, 09:23:46 pm »Holy hell, where do I start...
Every dwarf gets at least a decent room, with all the basic furniture(bed, cabinet, chest), and more space then they will ever need. While(reasonable)nobles extravagant little houses with some artifact furniture, various rooms, paved floors, and whatever the hell else I fell like throwing in.
Massive, engraved dining halls(I actually needed to designate two tables on opposite ends of it, because it was too big to designate as a single room), lined with exceptional/masterwork brass statues. Small storerooms dug out in the walls for easy access to drinks and masterwork meals.
Eggs, meat, fish, flour, sugar, and shit loads of different plants(from both below and above ground farms) gives plenty of food and drink variety.
Small sculpture gardens(one indoors, one outdoors) with artifact statues as the centerpiece.
Wonderful healthcare.
dozens of adorable little critters running around for adoption. That wasn't really intentional...but I didn't slaughter them, so that makes it a feature!
The militia gets its own specially built keep to train in, and all soldiers get a half year off duty.
gigantic burial chamber, completely smoothed, where nearly every dwarf and pet gets an iron sarcophagus and a stone statue overlooking it. Except, for really special dwarves, who get royal mausoleums with a sarcophagus made of their favorite material.
That's where my megaforts get eventually - granted I don't make massive dining halls but some cafés next to the workshops, down 50 z-levels in the forges, many statue gardens... built a tower with an aquarium (colored floor tiles, captured fish inside large tanks made of windows... a zoo built of serpentine and garnierite with muddied floors and large windowed cages for wild animals. My whole fortress is engraved by a legendary engraver. 5 on-staff doctors that still get training since my enhanced vanilla mod make kobolds siege eventually - they naturally have [TRAPAVOID] and can waltz through doors so you do have to assemble a military. Food production is nice - masterful roasts of egg, meat, above and below ground plants... I modded sun berries to be exceptionally rare in certain biomes, and I got lucky with a caravan - so glowing booze for everybody. My dwarves get fine rooms, and gold sarcophagi by a legendary blacksmith. legendary mason + legendary engraver makes the fort 100% ecstatic. (fort's been around so long that I've gotten moods for nearly all artisan skills, and the engraver got all his skill smoothing all the stuff to be engraved... which is everything.
A reliable soap industy that doesn't require constant tweaking!!! (But that's another topic)
My vanilla enhanced mod makes lye into bars instead of buckets so it bypasses bucket bugs. I don't have a easily sustained soap industry - I normally make 100 bars in a burst that lasts me 10 in game years... the manager screen for quantities is an awesome help.
1734
DF Dwarf Mode Discussion / Re: Turtle Turtle
« on: November 29, 2011, 07:57:45 pm »
I think those are actually different species/genders of turtle on the list, I don't think kitchens cook raw fish.
1735
DF Dwarf Mode Discussion / Re: Dwarf in a cage trap.
« on: November 29, 2011, 07:56:36 pm »
Any stunned creature sets off a trap, even if [TRAPAVOID] if I recall correctly.
Intentional.
Intentional.
1736
DF General Discussion / Re: A scottish cyclops has arrived! Beware its explosive caber toss! (DF --> TF2)
« on: November 29, 2011, 07:17:48 pm »
There's always room for optimization in that respect - could scan for larger areas and apply different brushes... might be a conditional nightmare and would start to stress the generation... but heck - we're bay12'ers... we're pretty used to waiting on worldgen, right?
1737
DF General Discussion / Re: A scottish cyclops has arrived! Beware its explosive caber toss! (DF --> TF2)
« on: November 28, 2011, 11:26:14 pm »
...gimme a sec to catch my breath - nearly had a heart attack...
My favorite three games of all time, in this order, are Dwarf Fortress, Minecraft, and Half-Life 2.
I have a tendency of learning to mod the crap out of every game I play, and am adept in all three of those. I'm imagining that a super-awesome adventurer mode could be made with some heavy conversion modding, as well as a whole bunch of other possibilities.
Inefficient? Yep. Better ways? Yep. Does merging preform many calculations to begin with? Nope... at least not how I'm imagining it. I'll look into it.
Yeah, the df->mc converter seems to export into the old level save format, and minecraft automatically updates it to the latest one when you open it. But yes - you can do it without buying minecraft. Download it, run it, leave usr/pass blank, play offline, load the world in single player. You can't play multiplayer with a unregistered version but you can convert maps.
My favorite three games of all time, in this order, are Dwarf Fortress, Minecraft, and Half-Life 2.
I have a tendency of learning to mod the crap out of every game I play, and am adept in all three of those. I'm imagining that a super-awesome adventurer mode could be made with some heavy conversion modding, as well as a whole bunch of other possibilities.
Although only small chunks of the minecraft versions of DF maps can be converted at one time, anyone even slightly competent at using Source SDK can probably merge several separately-converted parts together. It might end up being very inefficient, performance-wise... I bet that nothing's func_detail'ed.
Inefficient? Yep. Better ways? Yep. Does merging preform many calculations to begin with? Nope... at least not how I'm imagining it. I'll look into it.
This looks interesting. Is it possible to convert through the Minecraft format without actually having Minecraft?
I don't think so. When I opened the DF map in Minecraft, Minecraft did some reformatting of the "region" folder DFHack had created.
Yeah, the df->mc converter seems to export into the old level save format, and minecraft automatically updates it to the latest one when you open it. But yes - you can do it without buying minecraft. Download it, run it, leave usr/pass blank, play offline, load the world in single player. You can't play multiplayer with a unregistered version but you can convert maps.
1738
DF General Discussion / Re: Finally I have Dwarf Fortress going over 700fps
« on: November 28, 2011, 11:13:41 pm »
Heh - yeah with a halved-core overclocked i7 I can push 3000-ish on a small embark with no major weather/temperature anomalies...
But I limit FPS to 100, so it doesn't really matter.
But I limit FPS to 100, so it doesn't really matter.
1739
General Discussion / Re: The Ad Demographics Game!
« on: November 28, 2011, 08:23:23 pm »
Common view of the message of victoria's secret ads:
Real view of the message of victoria's secret ads:
Quote
Buy these clothes, and you'll look like this!
Real view of the message of victoria's secret ads:
Quote
Buy these clothes, and she'll look like this!
1740
DF Dwarf Mode Discussion / Re: Peculiarly Secretive...
« on: November 28, 2011, 08:18:24 pm »
Or give it to said fisherdwarf in a 1-dwarf squad so he'll take that when he's out fishing... hell it might save him a bit. not much. but a bit. so he's only missing 3 appendages instead of four by the time your military gets to him.
EDIT: Yes the mood you're talking about was on the wiki - you didn't look hard enough. Ctrl-f (or cmd-f) and search 'secretive'. It's there.
EDIT: Yes the mood you're talking about was on the wiki - you didn't look hard enough. Ctrl-f (or cmd-f) and search 'secretive'. It's there.