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Messages - NonconsensualSurgery

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31
If there is a stream of water going off the map (usually through a carved fortification) and this flow is interrupted by a raising bridge, then water will stop but still be marked as "flowing". It rapidly drags away contaminants and powers water wheels despite not moving.

So yes you can make a river, although it probably won't have fish.

32
Utilities and 3rd Party Applications / Re: DFHack 0.43.03-r1
« on: October 12, 2016, 09:16:33 pm »
It runs pretty well. There are some offsets missing, but not too many.

If people don't mind about a lack of 64-bit ruby support and some missing offsets, it might be possible to make an alpha release (with "alpha" in this case meaning incomplete but possible to test with).

DFHack is beloved enough that you'd have testers despite the risks. What offsets and features will be missing?

33
So what does this do exactly?

34
DF Gameplay Questions / Re: Mist and/or shower?
« on: September 23, 2016, 08:09:45 pm »

Is this new for DF 2014?

Not sure.

This is my current setup. The walls are drenched in the blood of a dozen species and the floors are caked with mud, but the floor grates are spotless. Water flows in through other grates from the west from above. In hindsight, flow should probably have been east to west (away from the main stairwell) but it works well enough anyway.


35
DF Gameplay Questions / Re: Mist and/or shower?
« on: September 23, 2016, 05:27:54 pm »
The grates will collect the contaminants.  Disassembly and rebuilding them will clear the square quite effectively.  Mist should be enough, depending on the volume, as my waterfall cleaners are basically oversized misters dropping 1/7 water through 3 or 4 holes in the ceiling.

Water flowing through grates will destroy any contaminants on the grates and also filters the water.

Mist alone didn't clean dwarves last time I tested it (43.03?). Water which drains off the map through a fortification carved into the map edge will be semi-permanently marked as flowing and will drag contaminants even if it is mostly 1/7 and not really flowing.

So, a room with very shallow water and a drain with a grate over it is sufficient. If water is delivered from above then you also get mist, which is useless for cleaning but gives dwarves a happy thought.

36
DF Dwarf Mode Discussion / Re: Automatic Dwarven Bathtub Ideas
« on: September 22, 2016, 12:33:21 pm »
7 / 4 = 1.75

If the decontamination chamber is at least 4 wide then your unpressurized 7/7 source will automatically even out to walkable depth in the expansion chamber with basically zero chance of job cancellation. Even 1/7 water will remove contaminants if it still counts as "flowing".

You want a constant flow, and you want to point it such that contaminants flow away from the fortress entrance - an entering dwarf must walk upstream. Passing through either a floor grate or a pump will destroy all contaminants so it is safe to re-use this water further down.

The one I built is unnecessarily complicated, but a channel from an aquifer to a 4-wide entryway with a drain off the map is enough. With water falling from above you will also make mist. I have built my current fort such that every dwarf returning from either the surface or the mines is sparkling clean.

37
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 10, 2016, 02:32:38 pm »
My clothes are starting to show some wear, and being a Large creature means finding a good size fit is basically impossible. If I take off my clothes and retire at a Civ, i get new clothes right?

I don't seem to be gaining skill in some things. Skills like dodge, thrower, armor user and butcher are going up, but striker, biter, kicker and hammer user are frozen and stay that way no matter how many zombie ogres I punch or time spent biting weasels.

DF 42.05, DFHack 42.05-alpha1. Am I doing something wrong? Does this happen for anyone else?
I get barely any experience from combat related skills when fighting weak wildlife and zombies, and I don't use any hacks. I think exp for those skills might be dependent on the difficulty of the hit, and considering that small animals have low combat/defense abilities (and zombies have no defensive abilities), you won't get far fighting them. Getting into prolonged scraps with Megabeasts and other HFS however causes my combat skills to get a nice boost.

Huh. That actually explains a lot.

38
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 10, 2016, 02:33:23 am »
I don't seem to be gaining skill in some things. Skills like dodge, thrower, armor user and butcher are going up, but striker, biter, kicker and hammer user are frozen and stay that way no matter how many zombie ogres I punch or time spent biting weasels.

DF 42.05, DFHack 42.05-alpha1. Am I doing something wrong? Does this happen for anyone else?

39
DF Dwarf Mode Discussion / Re: 2 hetero female dorfs...
« on: February 09, 2015, 04:19:44 pm »
Where is the data file that controls this behavior? Is there a way I can make all dwarfs hetero if I wanted to?

You can add orientation tags the raws for dwarves to make them 100% heterosexual.

FEMALE caste
[ORIENTATION:MALE:0:0:100]
[ORIENTATION:FEMALE:100:0:0]

MALE caste
[ORIENTATION:FEMALE:0:0:100]
[ORIENTATION:MALE:100:0:0]

If I do this in an existing world will migrants and newborns have adjustable gayness?

40
DF Dwarf Mode Discussion / Re: Instant flooding
« on: February 08, 2015, 02:22:47 pm »
Tiles become superconductors for water at 7/7. Unlimited water will flow through the 7/7 tile so long as there is still a source and still a place for it to flow.

Vertical reservoirs will empty more or less all at once. This is useful for drowning traps. I try to breach cavern lakes from the side with channeling, or make sure the dwarf given the job isn't very important.

41
DF Gameplay Questions / Re: fighting undead siege
« on: February 05, 2015, 03:45:39 am »
Silver warhammers > maces

Fighting undead in current version = OMGWTFBBQ

It is possible to set up a training arena using a captured necromancer and a piece of horse hair or other nonthreatening bodypart.

42
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 05, 2015, 03:41:11 am »
You mean as in like BIRD_BIRDNAME or FISH_FISHNAME? 

It started, oddly enough, after I tried to make chinchillas shearable.  Though I did it in an already-running game, so that might be the problem.

Currently collecting my creatures in a fresh file, adding a little tag to the end of their creature names to differentiate them from the originals.

Try posting your raw folder here if you're still having problems.

43
DF Modding / Re: Which Mod(s) Do You Use?
« on: February 05, 2015, 02:09:32 am »
I'm kind of amazed and pleased that my snails are still alive and producing cheese.

They're fairly accurate except operculums are almost exclusively a feature of marine snails while these are clearly terrestrial. The scythe operculums on the predatory version were inspired by fighting conchs.

EDIT for bugfixing:

I downloaded Button's raws to check them out. Adding [USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE] under [BODY_DETAIL_PLAN:STANDARD_MATERIALS] to the snails in creature_snails stops cavern snail teeth from being made from default material and cleans up the error logs.

44
DF General Discussion / Re: All hail the Law-Giver...
« on: January 15, 2015, 09:29:21 pm »
Was this vanilla? If so, it seems like Toady didn't properly fix that pre-release bug where you'd see Caligula-esque appointments of people's pets to political positions.

Just wandering around in adventure, I've noticed (and eaten) several alligator recruits and giant bat recruits patrolling near a dark fortress.

I'd investigate this nest of abominations further but the lag is unbearable when you get close.

45
DF Dwarf Mode Discussion / Re: Endgame armor
« on: January 15, 2015, 05:45:13 pm »
Edged weapon attacks which cannot bypass armour material are calculated as bludgeoning attacks.

And basically nothing in the unmodded game will directly penetrate steel plate armor. All testing dwarves died of crushing injuries.

I am not completely confident that *nothing* can actually pierce steel right now so there may be circumstances where adamantine > steel.

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