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DF Suggestions / Re: An Argument for a Graphical Update
« on: August 25, 2008, 01:08:31 pm »The current state of custom tile sets is, essentially, "Here's a list of tilesets, choose wisely." This is incredibly confusing for new players.
Once Toady separates the various uses of characters properly, the community needs to come up with a tile set to be used. I'm sure most tile set authors wouldn't mind having their tile sets scavenged for pretty parts as long as they're acknowledged somewhere.
DF Suggestions / Re: Preserving valuable stone
« on: August 07, 2008, 08:19:10 pm »Anyway, it was completed with Stones in the z-menu. Hit z-right-right enter and you'll see.
DF Suggestions / Working off depression
« on: July 31, 2008, 03:29:41 pm »What I noticed, however, was that his mood improved almost as soon as he changed from being a stone crafter to being a mason.
My suggestion is this: the bad thought from art defacement should be reduced in magnitude if the art that's being defaced isn't the dwarf's primary skill. After all, would a mechanic feel as bad if one of his masterpiece statues was destroyed by accident?
This would also lead to a more realistic way of working off bad moods; if you can get a dwarf to get good enough at another skill, the bad thoughts will fade - just like when people suffer a traumatic experience in their current line of work, and find another one that takes their mind off it.
DF Suggestions / Re: Legends measuring more than lethality.
« on: July 26, 2008, 01:14:18 am »And I'm only slightly embarrassed that I know this.
DF Suggestions / Re: Multiple mechanical suggestions/rehashes/etc a.k.a. Mechanical Arc Suggestions
« on: July 25, 2008, 11:07:26 am »DF Suggestions / Re: Multiple mechanical suggestions/rehashes/etc a.k.a. Mechanical Arc Suggestions
« on: July 24, 2008, 11:37:42 pm »I think they're a really unnecessary addition to the game at this point. My personal favorite idea for this is the conveyor belt, which has various benefits:
1. It's easily doable with the dwarfs current technology (just take a couple of powered axles, some free spinning unpowered ones, and stretch out some cloth over the whole thing)
2. The code for it already exists (it's like getting pushed with pressurized water)
3. It adds a use for an otherwise sort of useless product (cloth)
4. It elegantly solves the problem of getting things from point A to point B, without adding weird things like moving carts or ramrods. The spinning waterwheel animations can even be re-used!
DF Suggestions / Re: nameable levers/furnitures
« on: July 22, 2008, 03:38:55 am »DF Suggestions / Re: Naming systems
« on: July 18, 2008, 10:41:59 pm »Then I think it would be interesting to make names like go like:
<randfirstname> <rand from parent's job category><descriptive family name>
This way, the dorfy names would still look the same as they do now, but you could trace families.
For instance, Urist Stonecrushed is the child of Urist Cheesecrushed (you can tell because they're both in the Crushed family). Cheesecrushed's profession has something to do with stone (possibly a miner or an engraver), and Cheesecrushed's parent was some sort of dairy worker or farmer.
Also, it would be really neat if dorfs would sometimes name their children after things that are important to them, like dieties or bauxite.
DF Gameplay Questions / Re: DF is trying to socialize? [38c]
« on: July 17, 2008, 01:30:54 am »You should burn a bootdisk (preferably on another computer), boot into that, and take an md5 or sha1 or something hash of your DF executable. Compare it to the same hash of a copy you download via the boot disk, and if they're different you've probably been rootkitted.
If they're the same, you've probably still been rootkitted and it's just more subtle. You could try the sysinternals rootkit revealer (http://technet.microsoft.com/en-us/sysinternals/bb897445.aspx) but honestly trying to detect a rootkit from the rooted OS is a losing proposition.
DF Modding / Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« on: January 20, 2008, 05:42:00 pm »Though this will be useful for my next project: a DF rendition of Black Mage, done in floor tiles.
DF Modding / Re: [38c]Minerals mod v1.76, Alchemy, Infusion, and Stone Se
« on: January 20, 2008, 04:21:00 pm »DF Modding / Re: DF Auto Site Locator
« on: April 22, 2008, 03:39:00 am »Just fyi.
[ April 22, 2008: Message edited by: Tacroy ]
DF Dwarf Mode Discussion / Re: HOWTO: Deal with aquifers, the anal retentive way! [imag
« on: January 11, 2008, 10:54:00 pm »Instead of your one-channel setup, I used two channels and two sets of screw pumps. This let me queue up almost every wall at once and let the dwarves work on them simultaneously - with your method, you have to place every single wall after the one before it has been built.
Also, when I was doing this I was on a two-layer aquifer map (it was the middle of an island) so I had no stone; I discovered that one can use screw pumps in place of mechanisms, and since there was an abundance of wood they made for an able replacement.
DF Dwarf Mode Discussion / Re: Quick way to dig Holes!
« on: February 01, 2008, 11:36:00 pm »The completely safe way to do it is thusly:
code:# = wall
_ = channel
. = floor
X = up/down stairway
< = up stairway
I = support (b-S)
At the top level, dig out something like this:XXXXXXXXXXXXXXXXXXXXXX
X____________________X
X_.................._X
X_.................._X
X_.......X.........._X
X_.................._X
X____________________X
XXXXXXXXXXXXXXXXXXXXXXThen for every level you want a hole, do the following in this order:
XXXXXXXXXXXXXXXXXXXXXX
X....................X
X....................X
X....................X
X........X...........X <- Completely mine out the level
X....................X except for the up/down stairs
X....................X
XXXXXXXXXXXXXXXXXXXXXXThen:
XXXXXXXXXXXXXXXXXXXXXX
X____________________X
X_.................._X
X_.................._X
X_.......X.........._X <- Now we add the channels. Note that your miners can
X_.................._X always get to the channels, and out of the area.
X____________________X
XXXXXXXXXXXXXXXXXXXXXXOn the bottom-most level:
XXXXXXXXXXXXXXXXXXXXXX
X....................X
X....................X
X....................X
X........<.I.........X
X....................X
X....................X
XXXXXXXXXXXXXXXXXXXXXXThen connect a lever to that support. When everything is mined out,
remove the lone up stair and throw the lever. Forbidding the area is optional.
This works because stairs provide support. Note that if you really want a hole, you need to mine out all of the raw rock; loose stones are fine, but unmined rough walls will fall and restabilize themselves like Lego, leaving you with really weird things like an entire column of rock ten z-levels high supported by one single rough pillar.