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DF Modding / Re: time travel idea
« on: July 24, 2014, 01:26:11 pm »
Masterwork gnomes have a type of time travel. Not as advanced as this though.
March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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"data:text/csv," + encodeURIComponent(csv);Than open a tab or set the href of a link.In the interest of disabusing wagon-haters of their notion that wagons are unliving, unfeeling beings:Did that bolt cut the wagon in half? I knew crossbows were overpowered, but wow.Spoiler (click to show/hide)
Here we see that wagons actually lose hold of items and sustain injuries, when undergoing attacks from nasty savage little dwarvsies (this is a human wagon)
Further evidence that wagons are creatures and are ALIVE, include that they can be memorialised.
you know what would make this tool really popular really quick?It was in:
A simplified/standardized materials for leather, animals, skin, etc that is basically what's applied to accelerated mod (the idea was actually pulled from accelerated/mw mod I believe), but for df 40.xx.
Along with a little instructional, or maybe a batch file.
People would be crawling all over themselves for that.
Removed the "Shared Animal Mats" addon, as it is too fragile for inclusion with Rubble.
If a tree kills alone in the forest, does it make a sound?
In other news, many of you know that I've always been far behind in my reading of the threads over in the suggestions forum, sometimes years behind with my comprehensive categorization, but over the last three months I've managed to catch up entirely. It isn't possible to read every post in every thread, but I've checked every opening post out, scanned the reply posts, and taken notes (on over 12000 threads...). I suspect that many of the faster usability ideas will make it in during the bug-fix period and during the job priorities work that'll follow this release.