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Messages - Lida_Brainbroken

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151
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 11, 2013, 05:40:51 pm »
Went to examine a dwarf. She likes "waves".
Spoiler (click to show/hide)

Would these be ocean waves, or waves decorating an item, or what? I couldn't find anything about this preference with all of the talk of migrant waves everywhere.

Are you concerned about how they may influence a dwarf?  If so, iirc, materials and images only increase the appreciation level of an object, and nobles no longer demand material, colour, animal etc.  If Urist McSleepy loved willow, his masterwork oak bed would seem even better if it was willow too, but making it out of willow won't increase the chances of him observing it for a good thought.

152
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 11, 2013, 05:29:08 pm »

Anyhow, I have a question, are lungfish supposed to be able to walk on land
I have not edited the lungfish files, and I believe they are walking on land

I went to the DFwiki page, typed "lungfish" into the webby searchy thing and got DF2012:Lungfish

153
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 11, 2013, 04:42:09 am »
I assumed the poster was asking about EVERYWHERE in regard to minerals during world gen, as I could not imagine how mineral value would have any relation to falcons.
Forgotten beast chert falcons, maybe? :D

154
That'd be fun: who wants too do it? I can do it myself but I want too see other people do it with me. ;D

You mean a succession DF Adventure mode?

155
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 11, 2013, 01:10:12 am »
Yes. I mostly want to figure out how to make Peregrine falcons appear in all places and biomes

Another matter, anyone know the mineral value of an EVERYWHERE option?
I'm trying to make my custom world parameters, and I want to know if EVERYWHERE is the highest option in terms of the numbers, or if I can get it higher
If you want falcons so bad, why not edit the raws to make them domesticated?  That way you'll be able to embark with them, and traders will occasionally bring them.

Questions on raws editing and other ways to alter the game are better asked in the Modding forum.
You may also want to check out the Community Mods and Utilities List

As for "EVERYWHERE", that's a quantitative term meaning "in all places".  Like "everything", it's impossible to have more than all of something.

156
DF Dwarf Mode Discussion / Re: Eek! Vampire scare!
« on: March 10, 2013, 11:14:05 pm »
If the bodies were found "drained of blood", he's a vampire.  If not, he's simply a murderer.

i think i will just lock him in a 3x3 room forever until he starves... make an example of him for future politicians

IF he's a vampire, he'll never starve.  He'll just be very bored until his clothes rot off, eventually going insane...FOREVER!!!

My bookkeeper vampire only got one victim, so I made a 3x3 room with a burrow, engraved a slab for the victim and placed the victim's coffin and slab, a table and chair, a fine statue into the room, assigned it as his office, assigned him to the burrow and walled the doorway over after he entered.  He has now spent the past 8 years keeping inventory via spores, and passing the time enjoying the various objects in his office/cocoon.  Once he goes insane, I'm going to pit some Trolls in through the ceiling and then seal that over too.

Edit: after re-reading the thread, I see I misread the first time.  The crimes were not hidden, thus I'm liking the Cask of Amontillado, too.

157
DF Gameplay Questions / Re: Assigned Militia does nothing
« on: March 10, 2013, 12:08:53 pm »
I assume you did assign this dwarf to a squad?  It'll show up as "militia commander" in the "u"nits menu if it was the first soldier assigned.
Does the "s"quad menu say you need to form a squad first?  If not, and the dwarf is assigned, it's the first time I've heard of this happening.  Thoroughly search the bug log for any mention of something similar happening to somebody else, and in the meantime somebody else may have a fix.
You're going to have facepalms galore until you get more familiar with the game and it's quirks.  I still do.

158
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 10, 2013, 11:52:58 am »
My honey industry is a mess.  The raw honeycomb and jugs of honey keep ending up in my finished goods stockpiles and this makes it next to impossible to press it for mead without constant cancellations due to shortages of empty jugs and constant treks from the kitchens.   I'd expect the honey would be bulked into stone pots or barrels, just as booze does, and stored in the food stocks that are clearly marked to accept the honey, thus freeing up the huge stock of jugs.
What simplistic solution am I overlooking?

Can't you forbid pots and jugs from that stockpile?

Okay, I forbade jugs from all other stockpiles, so that's one problem dealt with.
Oddly, raw honeycomb is under "tools" (wtf?) in the "z" menu, and I can't find them in the  stockpile menu.  I suppose I can store my tools in the kitchens.  Still, why doesn't the honey and jelly get bulked into pots and barrels like other liquids instead of being left in jugs?  Is this normal behaviour?  I can't tell because I've never experimented with honey until now.
You're experiencing an old bug. It looks like jugs can be stored in bins, so if you allow bins in your food stockpile, they'll take up less space.

Thank you for the solution.  I was so focused on the jugs, it didn't occur to simply allow bins.

159
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 10, 2013, 10:51:30 am »
pop_cap of 1 or 0 might be treated as no limit. Since it's possible (still needs verification according to the wiki) that you get migrants at below 4 dwarfs anyway, might as well set it at 4

My understanding was the fortress gets a set number of migrations until the liason visits and reports back to the mountainhome, and then migration stops.  Am I wrong?

My honey industry is a mess.  The raw honeycomb and jugs of honey keep ending up in my finished goods stockpiles and this makes it next to impossible to press it for mead without constant cancellations due to shortages of empty jugs and constant treks from the kitchens.   I'd expect the honey would be bulked into stone pots or barrels, just as booze does, and stored in the food stocks that are clearly marked to accept the honey, thus freeing up the huge stock of jugs.
What simplistic solution am I overlooking?

Can't you forbid pots and jugs from that stockpile?

Okay, I forbade jugs from all other stockpiles, so that's one problem dealt with.
Oddly, raw honeycomb is under "tools" (wtf?) in the "z" menu, and I can't find them in the  stockpile menu.  I suppose I can store my tools in the kitchens.  Still, why doesn't the honey and jelly get bulked into pots and barrels like other liquids instead of being left in jugs?  Is this normal behaviour?  I can't tell because I've never experimented with honey until now.

160
DF Gameplay Questions / Re: Cooking syrup
« on: March 10, 2013, 09:11:35 am »
flour and sugar will be cooked with jelly without problems, and they're completely impossible to store outside of bags.

Thanks for the info.  My honey industry produces a surplus of jelly that's difficult to get cooked.

161
DF Gameplay Questions / Re: Cooking syrup
« on: March 10, 2013, 07:31:38 am »
Urist McRamsey, Dwarven Chef!

162
DF Gameplay Questions / Re: Cooking syrup
« on: March 10, 2013, 06:03:01 am »
Concidering quarry bush leaves seem to be a favourite, and liquids like jelly and syrup are least favourable, I doubt you can force a leaf/syrup mix.  You can provide encouragement, though.  If you did have it in the past, I assume it was a fluke.  The AI coding often has predictable, yet often undesirable, behaviour.
Why do you quest for this specific mix?  Personally, I find a a nice plate of finely minced emu tallow roast, or a bowl of well minced prickle berry stew very satisfying.  :D

163
DF Gameplay Questions / Re: Cooking syrup
« on: March 10, 2013, 04:28:58 am »
Your syrop problem sound similar to my honey bee jelly situation.  My cooks always exhaust the quarry bush leaves first, then make mountains of tallow roasts (yummy), leaving the jelly for when the larders are bare.  The only solution I found was to disable everything in the kitchen except the jelly, thus forcing them to use it up.  Oddly, they don't seem to have any problem quickly cooking all the booze that I forget to disable.

164
DF Gameplay Questions / Re: So my cage traps caught something...
« on: March 10, 2013, 02:18:52 am »
I simply build a cage in my barracks, attach a lever to it, transfer the prisoner to the cage, (optionally strip him/her of all equipment) and pull the lever.  Not recommended with non-disarmed Anythinglords.  Those guys dodge too many strikes and land too many blows.
...and don't make my mistake of releasing nine goblins and three trolls at the same time.  Oops, civilian casualties! :P

165
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: March 09, 2013, 10:58:14 pm »
My honey industry is a mess.  The raw honeycomb and jugs of honey keep ending up in my finished goods stockpiles and this makes it next to impossible to press it for mead without constant cancellations due to shortages of empty jugs and constant treks from the kitchens.   I'd expect the honey would be bulked into stone pots or barrels, just as booze does, and stored in the food stocks that are clearly marked to accept the honey, thus freeing up the huge stock of jugs.
What simplistic solution am I overlooking?

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