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March 6, 2024: Dwarf Fortress 50.12 has been released.
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News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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DF Dwarf Mode Discussion / Re: How can you have
« on: March 31, 2008, 11:43:00 am »DF Dwarf Mode Discussion / Re: SPOILER - Unusual Artifact
« on: December 07, 2007, 06:38:00 pm »DF Dwarf Mode Discussion / Re: A solution to having too much stone?
« on: December 07, 2007, 06:16:00 pm »Bins and barrels in stockpiles can be placed even if the tile is occupied by something else, so the stone wont interfere.
The only thing you could run into problems with is furniture.
[ December 07, 2007: Message edited by: Vengeful Donut ]
DF Dwarf Mode Discussion / Re: Some questions
« on: December 07, 2007, 06:21:00 pm »5) yes. no such thing as torque.
DF Dwarf Mode Discussion / Re: Iron is magma-safe!
« on: December 07, 2007, 06:28:00 pm »DF Dwarf Mode Discussion / Re: I'm creating a "Venice in the Mountain".
« on: December 10, 2007, 01:35:00 am »DF Dwarf Mode Discussion / Re: Bridge Fling
« on: December 07, 2007, 06:23:00 pm »quote:
Originally posted by RustedAxe:
<STRONG>this is true for the new version?</STRONG>
I have been told it's confirmed false. Could stand testing.
DF Dwarf Mode Discussion / Re: Bridge Fling
« on: December 06, 2007, 06:33:00 pm »quote:
Originally posted by PTTG??:
<STRONG>There is a slight bug; in order to get bridges to fling properly, there must be a prime number of creatures on it, unless any of them have the [fling_resist] tag, in which case, there must be the square root of a prime number of creatures on the bridge, not counting fliers or 'moody' dwarves. That my not apply to versions 33c+ or a modified version of the 32.5n z-patch. you may want to reformat your drive and replace the motherboard, then reinstall DF using a different isp, possibly in another state (or province). Be sure that you are using a dvorak keyboard, or you will ruin it all.Or, set up your system to dual boot in ubuntoo linux, install wine, and create a wine script to initialize the frequency modulator in a counter-clockwise death spiral of doom.
Please don't take all that seriously, I don't mean a word of it.
What you really need to do is make sure your bridges are set to raise when opened, as opposed to retract. By default, bidges just dissapere when opened, but when you build them, pressing the waxd keys will cause it to raise and then fling thigs. Happy flinging!
[ December 06, 2007: Message edited by: PTTG?? ]</STRONG>
Random fact: the square root of any integer that isnt a perfect square is irrational.
DF Dwarf Mode Discussion / Re: Kobolds vs undead
« on: December 06, 2007, 10:54:00 am »quote:
Originally posted by Nil Eyeglazed:
<STRONG>Where is area code (429)?NM, I can search.</STRONG>
lol. this was generated by the "bang the keyboard like a monkey" method.
DF Dwarf Mode Discussion / Kobolds vs undead
« on: December 05, 2007, 08:50:00 pm »Anyway, I went and checked for other interesting stuff in the area and here is what I found.
[WORLD_GEN]
[TITLE:STANDARD]
[WORLD_GEN]
[TITLE:THE PLANE OF SOUL]
[CUSTOM_NAME:The Plane of Soul]
[SEED:4294967295]
DF Dwarf Mode Discussion / Re: Who else is disappointed that they can't choose the typ
« on: December 07, 2007, 06:27:00 pm »quote:
Originally posted by qalnor:
<STRONG>I'm pretty sure it does pick the closest one, but strictly as measured by sqrt(x^2 + y^2 + z^2) not by steps or anything.</STRONG>
Taxi cab geometry or something similar is more likely. I've seen some really wierd stuff that isnt consistent with either though.
DF Dwarf Mode Discussion / Re: How do you organize your refuse stockpile to minimize mi
« on: December 02, 2007, 06:18:00 pm »code:#######################
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Miasma doesnt flow diagnolly

The refuse piles are low traffic areas and the safe paths are high traffic. this prevents dwarves from walking over refuse piles except in a few cases (these end up as a last resot anyway).
Only rotting garbage is placed in this stockpile. It is later moved to a different one.
DF Announcements / Re: Dwarf Fortress 0.27.169.33g Released
« on: January 05, 2008, 01:14:00 am »Perhaps make triggers for other civs to be aware you exist? Scouts, value, distance, exports, some funky renown statistic. It makes sense for only your parent civ to know about you right from the start; unless you are camping inside a kobold cave or something similar.
DF Gameplay Questions / Re: Closing floodgates when submerged?
« on: March 10, 2008, 10:13:00 am »A pressure plate linked up to a floogdate will send an ON signal to the floodgate when the plate is activated. ON signals cause floodgates to open. It will send an OFF signal when the plate resets. OFF signals cause floodgates to close.
If you want that to be reversed, I suggest using a raisable bridge instead of a floodgate in that area.