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1261
I mainly look at their preferences. I want my dorfs to be happy, so I try to give them jobs they'll enjoy.

A dwarf who likes barrels will be a brewer. A dwarf who likes plump helmets will be a grower (or a brewer, but the brewer is already here). A dwarf who likes cages will be a mechanic.

I also try to preserve certain dwarves for moods. If a dwarf likes zinc and picks, I'll give him a point in Weaponsmith and then fill him up with Woodcutter and Herbalism; but if he likes iron and picks, I'll make him a miner. I don't have much need for an artifact iron pick, but I never smelt zinc, so I can force Mr. Zinc-Pick to make me an artifact steel pick instead.

1262
DF Dwarf Mode Discussion / Re: [0.40.07] dwarfs won't use offices
« on: August 12, 2014, 02:28:19 pm »
Is he missing both of his arms? I tried assigning a 0-armed dwarf as my bookkeeper and it didn't work out.

1263
Are you sure you didn't just capslock?

I do that all the time >>

1264
PTW, and possibly to help out on the programmatic standpoint.

1265
FYI, birds don't 'chew' with their beaks. The beak is for ripping off chunks, or cracking shells, or the like.
I took it as read that any animal too weak to even gnaw tough leather to bits would be similarly unable to tear it to shreds, at least with its mouth. A large bird of prey like an eagle would probably be able to puncture leather armor with its talons, but even then I don't think they could "tear" said armor into pieces.

Oh! No, diurnal raptors do it with their neck muscles; jaw strength is pretty much irrelevant, as long as they can hold on. They latch on to the part they want to tear off with their beaks, hold the item to the ground with one foot, and then tear away.

An eagle or hawk could definitely tear leather to pieces - they do it to their own prey all the time. A vulture would have a harder time of it, since they're used to letting bigger animals do all the hard work for them, but they could make it work in a pinch.

And a kea would actively gnaw through even the toughest leather, just for shits and giggles. They can gnaw through tires given enough time, and they're assholes enough to do it, too. They don't try to eat the rubber, though, more's the pity. There are stories of keas perching on the backs of and gnawing into live sheep while they sleep...

1266
DF General Discussion / Re: Getting from .05 to .08
« on: August 11, 2014, 02:19:11 pm »
You can search for raw differences using a diff utility. If you're on windows, WinMerge will do.

1267
DF General Discussion / Re: Dwarfiest stone?
« on: August 11, 2014, 02:17:24 pm »
Sphalerite.

It's magma-safe, but explodes when exposed to dragonfire or particularly high-temperature random beasties. Such win.

1268
DF Adventure Mode Discussion / Re: Rivers are annoying!
« on: August 11, 2014, 01:16:28 pm »
>:(  is there a way to reduce their numbers in world gen becuase they are every where and i spend so much time just fording rivers

Yep, advanced world gen has a parameter for desired # of rivers.

1269
DF Dwarf Mode Discussion / Re: Anyone finding any hemp?
« on: August 11, 2014, 01:08:47 pm »
I've seen caged mules in trading caravans, but I've never put enough effort into livestock in DF to even consider if it was possible to breed them myself.

It isn't.

For flavor, I took away [COMMON_DOMESTIC] from horses, so civs only have them if they have access to them geographically. But then everyone had mules, and they're not exactly naturally occurring. So, I've made mules [FANCIFUL] until a proper way to do hybrids is implemented.

1270
Not only is tanned/boiled-in-oil leather nearly impossible to chew (especially for animals with jaws as weak as vultures')

FYI, birds don't 'chew' with their beaks. The beak is for ripping off chunks, or cracking shells, or the like.The 'chewing' is done by a digestive organ called the gizzard in their throats.

If a bird tries to eat something too tough (or sticky, or whatever) to chew, the item just sort of languishes in the gizzard, taking up space. The animal may eventually starve to death, if enough of its gizzard is full of indigestible stuff. This is why you don't feed birds cheese, even though they love it and will gobble it up if allowed.

Take solace in the fact that the birds eating the shreds of your masterwork leather armor will slowly starve to death for their trouble.

1271
DF Dwarf Mode Discussion / Re: Taking a Stroll with my Undead Pals
« on: August 11, 2014, 12:29:16 pm »
Ah okay so since I had a Tower and Pits in my civvies screen that means I have 2 places full of zombies?

Sure do!

What thoughtful neighbors, to send you a welcoming party so soon :)

1272
Mod Releases / Re: 0.40.x Plant Bugfix/Minor Mod
« on: August 08, 2014, 05:26:59 pm »
New version! I tweaked grape leaves, added cassava flour, and made grain flours use seeds instead of generating them.

Sounds handy. I might want to incorporate some of this into Civilization Forge, if you don't mind.

By all means.

Quote
As a suggestion for the grapes/watermelon quirk, maybe make it a bushel or whatever of the fruit (Not sure what the appropriate size is) so that it's less a reflection of the number of fruit but a reflection of the amount of fruit you have.

Yeah, that's how I generally interpret most things related to food in DF. Even in vanilla, eating a grape and eating a watermelon sate the same amount of hunger.

1273
DF Adventure Mode Discussion / Re: Any way to "stomp" zombie parts?
« on: August 06, 2014, 11:33:00 am »
Yes, I'm specifically looking for a way to stomp them before they come back.

You can butcher any creature now, and if you must, you can also butcher the head separately. That seems to stop them from animating.

Wouldn't the skin and hair left over from butchering still be an animation candidate, though?

Burn them. Lure them to a tree or some grass and start a brush fire. I'm at least reasonably sure heat now affects them even while raised.

While that is extremely dwarfy... it also seems pretty much suicidal?

A reaction that can take any item as its reagent could act as a garbage disposal of sorts. What the reaction outputs doesn't matter, so long as the items used in it are not preserved.

Edit: Figured an example wouldn't hurt.

Code: [Select]
[REACTION:DESTROY_CORPSE_ADV]
[NAME:destroy a corpse]
[ADVENTURE_MODE_ENABLED]
[REAGENT:A:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT]

This uses no skill, and outputs nothing, but the body part used in the reaction will disappear. To get it into the game, place the reaction in the code into any of the reaction files in the raw/objects folder.

eeeexcellent

1274
DF Adventure Mode Discussion / Re: Do oceans matter?
« on: August 05, 2014, 03:43:01 pm »
Nope, go for it.

1275
DF Adventure Mode Discussion / Re: Any way to "stomp" zombie parts?
« on: August 05, 2014, 11:45:59 am »
Yes, I'm specifically looking for a way to stomp them before they come back.

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