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Messages - Kebdull

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1
DF Dwarf Mode Discussion / Re: Question about medicine and unholy snot rain
« on: November 05, 2012, 11:15:10 am »
Only kind words and false promises will help them with most syndromes.

2
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 12, 2012, 04:57:35 am »
Quote from: Toady One The Great
I went back and handled some random things -- tracks in ice, route/stop nicknames, etc. to avoid storing them up. Next we'll have haulers hitching rides on carts. Hopefully that code linking vehicles/projectiles and units will also set up some horrifying possibilities for collisions of carts and units, which is also coming up.
Nothing as impressive this time, sounds like a bit of drudge coding.  Except the headlines may be foreshadowed.

"300 found dead in massive 750 cart pileup inexplicably located in Olivine Quarry #32"

I remember my morbid interest in simulating this in the early transport tycoon and rollercoaster tycoon games.

This will game will be no exception. :)

3
DF Dwarf Mode Discussion / Re: Clothing - A Pants-Optional Fortress?
« on: April 12, 2012, 04:53:19 am »
Pants are always optional

4
DF Dwarf Mode Discussion / Animals lined up along the edge..
« on: April 01, 2012, 06:31:11 am »
I've noticed an enormous amount of animals lining up against the edge of my map. First noticed it through stonesense, but was also able to probe the creature through the DFhack tool. Magma had no effect. None of them was butchered and only one of them was a cat, oddly enough, considering the disgusting amount of cats that has been brought to life( and "disappeared" ) in this fortress.

Could this contribute to additional frame drop?

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