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Messages - NonconsensualSurgery

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1
It's not just Dark Ages V: War & Mythos that is not updating the saves, another mod that I use received an update yesterday, and that one isn't asking to update either, I suspect that it is Vanilla Dwarf Fortress having issues with the Steam Workshop.

Installed mods live in a separate folder that never updates. This is nominally to prevent updates from breaking save games.

You can manually update your save, but at your own risk.

2
DF Gameplay Questions / Re: Status of "Danger Rooms"?
« on: January 14, 2019, 05:42:58 am »
Danger rooms are RIP.

Zombie skins are RIP.

Shaft of enlightenment is RIP.

Coinstars are RIP.

Featherwood minecart impacts were dangerous.

I did have some interesting results with dorfs falling onto featherwood flooring. What a floor is made of influences fall damage. Featherwood flooring, steel armor, and shallow water (this was an attempt at a swimming trainer) allowed all the impacts to be deflected by armor and didn't seem to damage the armor. I did not get to test if this actually trains armor user.

3
Mod Releases / Re: Spellcrafts Mod - Basic Magic in Dwarf Fortress
« on: January 08, 2019, 07:30:21 pm »
The secret of unnatural birth is... kinda messed up.

You should be proud.

4
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 15, 2016, 09:13:09 pm »
The stupid demons refuse to be baited out of hell.

These are not the clown-car. They're the ones which randomly wander in. I've gotten them out as far as a door near the top of the adamantine vein, and a random armorer had to beat one to death with a hammer, but now they won't go any further.

Hmm, maybe if I move a piece of artifact bait furniture closer...

5
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: December 15, 2016, 03:45:37 pm »
Alpha 3 is remarkably stable, knock on wood. No save corruption or crashes yet although I haven't poked the more obscure functions.

6
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 14, 2016, 04:48:25 am »
Blasting goblins off a cliff with a dust FB and then burning them with fire FBs was a terrible idea. Creatures, corpses, and even possibly **items** doused with dust will burn for months. Pouring water on the zombified flaming test subjects just made steam. Who knew this dust stuff was Greek fire in addition to being horribly toxic?

Fortunately the save got corrupted (ouch) and the last backup was just before I released the fire FBs from their cages. They've been replaced with magma taps, which should wash the flaming toxic dust off the armor. If I did it right it'll drain through the floor before it melts the valuable silver and copper. Another siege will be here soon enough.




7
Seems like a good idea, but I would be concerned with reseting the detector after every visitor

Pressure plate opens a door behind them with bait so they step back automatically? Wait for them to dither randomly away?

Do zombies climb much?

8
DF Dwarf Mode Discussion / Re: Can I flush creatures off the map?
« on: December 12, 2016, 05:37:48 pm »
See if you can cage them to maximize FPS. Assign them, and if that doesn't work then knock them out with cave-in dust over a field of cage traps.

It's too bad they can't be sold into slavery to a caravan. At least, that *shouldn't* work. Worth testing.


Creatures which fall into the glowing pits of hell are just sort of gone. Creatures caught in a dwarven atom smasher are instantly teleported to heaven.

9

How often do vampires feed on dwarves? (wiki doesn't mention this) Because if it is, say, once per month, then with dwarves needing to sleep 8 stack a year this would make for poor method to catch one even if migrant wave timers are randomized (and I'd guess they're starting at 0 instead).

They go into hunting mode about once a month, but once they do they'll drain multiple sleeping dwarves in a huge spree.

Maybe instead of trying to scare away non-vampires with undead, measure if undead are attracted to the visitor?

Zombie in alcove sees non-vampire visitor, steps forward onto pressure plate, raises hatch cover(s) blocking zombie from visitor and visitor from destination.

Zombie in alcove sees vampire visitor, does not step forward, vampire passes to destination. Vampire gets caught in one-way room.

10
http://imgur.com/a/y1mKd


I think I solved it!

11
DF Dwarf Mode Discussion / Re: I need to make my dwarfs snap.
« on: December 10, 2016, 08:28:15 pm »
A small number of dwarves have "doesn't handle stress well" or "cracks easily under pressure" in their description.

It's nearly impossible to drive a dwarf mad without these traits, and nearly impossible to keep anyone with them completely happy.

Animal traps baited with meat are reliable miasma generators. Exposure to rain and snow, being naked, and being injured give bad thoughts. Drinking nothing but water from a well gives increasingly bad thoughts. Assigning war animals and then killing them no longer seems to work well. If you let them learn armorsmithing or another craft until they produce a masterwork and then atom-smash their only masterwork then they get a really bad thought.

You'll probably succeed if you start with the right dwarf.

12
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 09, 2016, 04:15:59 pm »
I'm sorry I drew a dwarf with a giant fluffy bee hat and little bee pins woven into his beard wearing bee slippers and a pennant that said buzzzzzz buzzzz and then I accidentally threw it away.

Please imagine it.

ill redraw this digitally later, i just wanted to show it while it was still relevant.

http://www.furaffinity.net/view/21948658/

Brilliant.

13
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 09, 2016, 03:10:50 pm »
Depressed vampires can be cheered up by socializing through glass windows.

The crystal glass vampire observation booth and adjacent necro-numismatics chamber have been designated a tavern. She is somewhat less depressed to have socialized, performed, and told stories. Come one, come all, see the amazing vampire story-teller!


14
DF Dwarf Mode Discussion / Re: Evil Biome Fortresses
« on: December 09, 2016, 02:04:23 am »
Here in Cog, zombie attacks are a fact of life. Please collect your silver warhammer, bite-resistant leather armor, metal helmet, and wooden shield at the door. Practice regularly.

Do not leave corpses unattended. All garbage, dead pets, and fallen comrades are to be brought to the volcano for disposal. Don't be a drag, engrave a slab!

In the event of zombie attack, don't show them your back. It can take several valuable seconds for the heavy militia to arrive and until they do it is up to you, Urist McPotash, to hold the line. Running in circles screaming is not a valid military strategy and will get you killed faster.

In the event of zombie skin attack, listen for changes in burrow assignment. This is directing you to a safe zone protected by cage traps.

Life expectancy is quite long in Cog ever since the caverns were purged with magma and walled up. Once upon a time before we had good armor it was a bit of a meatgrinder but these days you could live long enough to die of old age or a workplace accident instead.






15
DF Dwarf Mode Discussion / Re: Trivial findings
« on: December 07, 2016, 09:51:48 pm »
I tried dumping vampire-split single adamantine coins one at a time from an initial height of 1 z-level.

The coins break noses through steel armor and wear our clothing super-fast. Nobody in leather armor died to single coins but they were incredibly beat-up and bruised.

I also tried letting a few hundred split coins accumulate on a hatch cover, then dropped them all at once with a lever. Many coins at once has an additive training effect and caused test subjects to go from novice (rusty) to competent armor user instantly, but also might have an additive force effect because this mangled a marksdwarf's throat through leather armor.

Dwarves can be stacked vertically on a staircase so falling coins have multiple targets on the way down. I have access to zombie skins which are easier and safer. This might sort of work as a way to train diagnosers. Hospital is near max capacity so I'm stopping the test.

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