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Messages - Drazinononda

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226
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 29, 2013, 05:05:03 pm »
I just got visited by an elf caravan. Their lead trader was named "Arile." Just one letter off...

Abile? Qrile? Arise? I'm not getting it.

227
And frankly, just kill train the jabberers for war from a distance.

FTFY

228
DF Adventure Mode Discussion / Re: stuck in sewers
« on: May 27, 2013, 07:45:51 pm »
If it's a seasonal freeze, you're stuck.

If it's just the regular nightly freeze, just wait/sleep until daylight and it should thaw again.

229
DF Adventure Mode Discussion / Re: An Amusing Little Oversight
« on: May 26, 2013, 05:13:25 pm »
This looks to me like a case of breaking the Fourth Wall (or, given the interface of the game, breaking The Ceiling) in that the game is telling the player something that the character does not know: in this case, "this particular brain came from a dwarf and not any other similarly sized creature." In actuality it would be likely impossible for the adventurer to determine whether the prepared brain he/she finds in the night creature's lair came from a dwarf, an elf, a wolf, or anything else that would have a brain of similar size. Especially considering that the extent of medical knowledge in the game world is "if it's torn or broken, put it back together."

230
Ah ok thanks, when saying that you can only open the door on a lever, does it stay open when lever is switched back?  Or does it just undo the lock flag and stays unlocked after?

Linking a door to a lever causes it to act like a floodgate, basically: pull the lever once to open it, again to close it, and that's the only way to open or close that door.

231
If your recruits are using spears, swords or axes, you can send them in with training versions to increase the longevity of your training dummies.

And yes, I would recommend disarming the goblins before you send in recruits. Bolts and arrows are often lethal, if not by headshot then by bleeding out, in my experience.

232
DF Dwarf Mode Discussion / Re: Need help armouring my miners
« on: May 26, 2013, 04:52:32 pm »
You could use DFHack's "forceequip" command to stick armor on your miners without their consent, if you can figure out how to use it and, probably more difficult, how to make it work in Fortress mode.

233
DF Dwarf Mode Discussion / Re: No cave in
« on: May 26, 2013, 04:49:26 pm »
No... but you can edit d_init.txt under data/init/ to turn cave-ins off.  ::)

234
DF Dwarf Mode Discussion / Re: Depressed werecreature
« on: May 25, 2013, 07:09:50 pm »
Hmm...

Fact: Merchants go insane if they are not allowed to leave the fort.
Fact: "Trader" migrants act in almost every way as true merchants, excepting any actual trading behavior.
Fact: "Trader" migrants don't leave the map for any reason.

So I'm wondering: is it possible that the merchant was (or became) a werecreature, then went insane in between full moons? Does anyone know for sure whether mood carries over between werebeast transformations? Or for that matter, whether merchants can be werebeasts and vice versa?

235
... On the plus side, I discovered that eggs in nest boxes have a lower priority for cooking jobs than booze in barrels.  So setting 'make lavish meal' on repeat will make a TON of wealth very fast and cook up all the booze in your fort.  As long as you have eggs disabled in all your stockpiles.

It's known that ALL items in barrels have a higher cooking priority than un-barreled items. If you want your booze and syrup cooked, you have to let the meat sit on the ground. :)

Nah bro, use the magic of stockpile links.  Create stockpile that ONLY allows desired cooked items (syrup, booze, leaves, cheese, etc.) and no other food items, link said stockpile to kitchen.  Voila, instant automatic cooking of difficult-to-get-cooked items with extremely low fiddlyness involved.  Works whether you allow barrels or not, and the only downside is if you want to cook lavish meals and don't have at least 4 items in the stockpile.  Easily remedied by making the stockpile 2x2 and having it take from a main stockpile.

Honestly, stockpile linking enables some amazing workarounds to a lot of stuff, I'm only just scratching the surface of it myself.

The dwarves would take all the solid ingredients out of the pile, cooking only those; over time the pile would get filled proportionally more with liquids; eventually the entire stockpile will be liquid ingredients, and since that is the only stockpile allowed at the kitchen, no more meals will be cooked until the stockpile is unlinked/reorgnanized/etc.

236
DF Adventure Mode Discussion / Re: half-decent adventurerering
« on: May 24, 2013, 02:58:36 am »
How to train armor with a very high dodge skill? I always dodge but I wan't to traing armor!

Press Shift+C and change your "Current Dodge Preference" to "Stand Ground."

237
DF Adventure Mode Discussion / Re: How to kill a quest's target?
« on: May 23, 2013, 10:26:44 pm »
Use the 'reveal' tool in dfhack to find him, then either walk there and kill him (which is less cheaty) or use 'liquids' to fill the room with magma (which is less fun). Armok help you if he's in an unloaded block...

238
The BEST option though, is to stop cooking plump helmets and strawberries, and instead grow wheat, mill to flour, get the seed, and cook that.

There's also the option of brewing the plants, then cooking the beverages. But I'm not sure what is meant by "best" so I won't argue that this is better, but to note: plants mill at 1:1 for flour, but brew at 1:5.

Cooking beverages doesn't work very well - the cook needs something solid to cook the liquids with, but the cooks like to use up all the solid ingredients before cooking liquids - so you end up with just one meal containing liquids, right before you run out of solids.

Fortunately in this case, cooking prefers food in containers over food outside of containers, so Mr. Delta's bagless seed stockpiles would work very well for cooking beverages: just put a drinks stockpile near the kitchen and set give orders from the seeds and drinks piles into the kitchen. The dwarves should grab one seed to cook with and use beverages for the rest.

239
That's actually it. This bug is your problem: a single bone won't get used, so if all you have lying around is "Stray Puppy bone" then you can't do anything but dump them.

240
I think it's probably the other way around. The concept of underground 'buildings' is quite old. At least back to the tombs of the Pharaohs in ancient Egypt, though there are likely other contemporary or older examples of which I am unaware.

Now, the concept of a skyscraper being turned underground, that is recent... but only because towers of any sort have only been very practical for general use since the invention of the elevator, about 150 years ago.

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