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Messages - palu

Pages: 1 ... 17 18 [19] 20 21 ... 53
271
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.

272
Just create the file like this:
Code: [Select]
"data:text/csv," + encodeURIComponent(csv);Than open a tab or set the href of a link.

By the way, this looks really cool.

273
You don't need to temporarily host it, you can just use Github pages, just create a gh-pages branch from master, and that's the online version.

274
Masterwork DF / Re: ☼Warlocks☼ - Everything Warlock Mode
« on: July 23, 2014, 08:09:57 pm »
The spawn-unit script should have been updated to fix that, I'll check.

EDIT: Looks like it's supposed to do that, at least.

275
DF Dwarf Mode Discussion / Re: Reclaim Awesomeness in .40.03
« on: July 23, 2014, 04:09:52 pm »
In the interest of disabusing wagon-haters of their notion that wagons are unliving, unfeeling beings:
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.
Did that bolt cut the wagon in half? I knew crossbows were overpowered, but wow.
It is terrifying.

276
Masterwork DF / Re: The Great Loyalty Cascade of 176
« on: July 23, 2014, 01:05:17 pm »
showunitsyndromes

277
Yes.

278
you know what would make this tool really popular really quick?

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.
It was in:
Quote from: Changelog
   Removed the "Shared Animal Mats" addon, as it is too fragile for inclusion with Rubble.

279
DF General Discussion / Re: Killer Trees?
« on: July 22, 2014, 08:59:03 pm »
Quote from: Durkon
If a tree kills alone in the forest, does it make a sound?

281
DF Suggestions / Re: Stop resetting the cursor location
« on: July 22, 2014, 05:37:21 pm »
Hopefully Toady will work on this:
Quote from: June 2014 report
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.

282
For mod loading, you might want to check out this.

283
Make sure  Item grapjics are on, the put a 16x16 ASCII font into data/art, the set the FONT and FUULFONT in init.txt to that tileset. (GRAPHICS_FONT is for the main screen. Make sure creature graphics is on

284
DF Dwarf Mode Discussion / Re: Reclaim Awesomeness in .40.03
« on: July 21, 2014, 10:08:33 pm »
They could have killed a gabbro man for stone. No complicated wagon theories necessary.

285
DF Dwarf Mode Discussion / Re: Collapse on surface breached fort??
« on: July 21, 2014, 09:34:48 pm »
THA TREES BE ATTACKIN'! RUN FER YER LIVES!

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