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Messages - Mr S

Pages: 1 ... 10 11 [12] 13 14 ... 52
166
DF Dwarf Mode Discussion / Re: Beekeeper freezing up
« on: June 15, 2013, 10:08:31 am »
All of the above is true.  I have nothing to add to the science of that.

However, I clicked on this thread having read BEEFkeeper freezing.  I thought that someone had modded either a) cattle to be kept in hives, minimizing their grazing needs and directly harvestable for meat only; or b) a Dwarven "freezer" to keep raw meat from spoiling before butchering [think wheelbarrow with portable corpse/meat stockpile].

Sadly, neither of these was the case.  But I'm always pleased that nothing is so outlandish in this game and this community that it wouldn't be believed and appreciated as a useful finding.

167
DF General Discussion / Re: Future of the Fortress
« on: June 15, 2013, 07:27:21 am »
Item 3 also has the frequent, but not guaranteed, subpart: Profit!

See:  Mermaid Farms
See also: Mermaid bone bolts (Weaponization AND Profit!!)

168
DF General Discussion / Re: Future of the Fortress
« on: June 14, 2013, 03:06:01 pm »
Holy cow, you're right!

When the release drops, we shall have to see if there are trees that are only used in Forest Retreats.  If so, mod to shed "Elf Blood" contaminant in place of leaves.  Or "Blood of Ancestors" and other cultural nuances.

Nimeb likes Ancient One trees for their ancestral ash coating.  Whenever possible he prefers to drink Minotaur Shrub Berry wine.

169
DF Modding / Re: Endless nose severing spree... saay what?
« on: June 14, 2013, 03:00:14 pm »
So we could have assless chaps (i.e. do not protect the legs) that are so long they drape over the feet, covering the toes.  But all of our shoes and boots are open toe.  Very interesting.  Dwarven fashion is a cruel mistress.

170
DF Modding / Re: Endless nose severing spree... saay what?
« on: June 14, 2013, 02:54:28 pm »
I believe that may have been a typo from BlackFlyme.  In this example, IIRC, greaves protect the hand as well as the forearm (UPSTEP:1 from the HAND).  But the UBSTEP from HAND, it does nothing.

That said, handwear and footwear still do nothing to protect fingers or toes.  Whether this is a matter of how the game mechanic handles how the bodyplans are built, or some other coding artifact, we're not entirely sure.

171
DF General Discussion / Re: Future of the Fortress
« on: June 14, 2013, 02:20:55 pm »
That's right.  Toady is still working the multi-tile trees that sprout daggers and shed drops of blood rather than leaves at harvest moon, as well as the cult that prunes those arboreal gods to glory and the site claims they foster.  Or maybe I'm reading too much into it.  :-\

172
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: June 14, 2013, 02:10:20 pm »
Super Duper!  Huzzah!

Welcome back GoombaGeek!!

173
DF Dwarf Mode Discussion / Re: Disappearing Items
« on: June 14, 2013, 02:01:26 pm »
Yes, there's a binpatch to fix that.  Works a treat.

174
DF Modding / Re: Toying around with organization
« on: June 13, 2013, 03:21:55 pm »
Yes, this ^.

Please and Thank You.

It's easy enough when you've got some favorites/freinds you've been following following for a long time and/or contributing to.  But this would be very handy for the early players.  I wholeheartedly support any actions that make getting into the game more accessible.

175
my main goal is to force myself to use the ceramics and glass industries as I normally have quite a masonry monoculture...

You do realize these are dwarves, right?  The masonry monoculture is the de facto standard.  Glass works and ceramics are like the sprinkles on top of an already delightful cupcake.  Mmmm... cupcake.

Now, don't feel bad about liking the sprinkles.  Some people just eat the top and leave the bottom half go, and that's OK.  Heck, pop a whole handful of just sprinkles in your mouth now and then if you like!  But don't beat yourself up if you like the cupcake just as much as (or more than) the decoration.

176
Truly amazing how only a truly oppulent fortress can afford to drop tiger headed monsters, but dropping your own children is par for the course.

177
DF Dwarf Mode Discussion / Re: Two shoulders, one fort
« on: June 13, 2013, 12:09:39 pm »
7.  Watch 19 of those children's closest relatives, BFF's and pet geese go SRM from losing their precious loved one
8.  Tantrum spiral

178
DF Dwarf Mode Discussion / Re: I badly draw your reports!
« on: June 13, 2013, 07:46:29 am »
I'm not sure I understand why Green Glass Santa has bells hanging from his tails.

Also, he looks suspiciously like Green Jello Santa without any sun glinting off of the sparly edges, lol.

179
DF General Discussion / Re: Future of the Fortress
« on: June 12, 2013, 03:27:59 pm »
The WoT so far is that seiges are no-quarter (no surrendering, fight to the death) still in this release.

Ninja'd

180
DF General Discussion / Re: So, what exactly ARE quarry bush leaves?
« on: June 12, 2013, 07:47:14 am »
That's a modifier, if I'm interpreting those correctly.  Bear with me.  (No, seriously, there is a bear, right here with me.)  Does the CE tag allow for growing a body part that do not already exist, or has been lost WITHOUT doing a transformation, i.e. lycanthropy. 

In short, I could make elf tallow biscuits that mody the ears to be really pointy.  Could I make FB roast that makes dwarves grow wings, proper tags and all?

Spoiler (click to show/hide)

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