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Topics - nuget102

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1
I have accidently clicked the disband button several times while playing DF premium, and have had to resort to reverting my save or setting up my squads all over again. It's just a little too easy to accidentally click when you're in the middle of giving orders quickly. Just a simple 'confirm or cancel' button when you click it would be amazing.

2
DF Suggestions / Give us a 'mass tomb' option or similar
« on: December 09, 2022, 03:26:25 am »
So currently in DF premium you can't use coffins on their own, they have to be in a tomb. The problem is tombs seem to only allow one dwarf to be buried per tomb, not per coffin. The workaround seems to be to make 1x1 rooms with doors, so when you make a tomb it makes several individual tombs in one click.

My suggestion is to either give us a second tomb option, similar to how dormitories work, or make it so tombs default to filling the coffins.

3
DF Dwarf Mode Discussion / How many bars per ore?
« on: April 04, 2018, 06:10:46 pm »
It's been quite some time since I've played,  and never paid attention to how many bars a single one makes but I just assumed it was 1 bar per ore.

I have limonite on my map and it produces 4 bars per ore. What about other ores? Is it 4 bars per ore regardless of the ore? Do certain ores make more bars than others?

4
DF Dwarf Mode Discussion / Exploit to plant all crops in one plot!
« on: March 27, 2018, 04:24:56 pm »
So I discovered an exploit by accident. It appears that if you dig a ramp up in the ground to a surface tile the tile may occasionally be considered "inside,  dark, subterranean"

Not too unusual right? Except you can plant surface crops and subterranean crops on these tiles. Pretty weird glitch. Can anyone help confirm this?

Edit: did a bit more testing,  seems you can plant surface and subterranean crops in the same plot so long as at least one tile is considered light and one dark.

Also seems as long as a ramp is built from below it will always be considered dark and subterranean.

5
DF Dwarf Mode Discussion / What's possible with minecarts?
« on: April 12, 2017, 09:10:39 pm »
So I have a plan in my head as to what I want to do for a fort. I want my central staircase with a up shaft and a down shaft for carts on either side. Something like 3x5 shafts. I want the carts to dump on certain levels based on what they have, which would likely have to be done via weight I guess?

The way I intend this to work is each level will have a u shaped track, and where the straight track would normally have it continue to go straight, with a bridge keeping it from actually going straight causing it to turn, or would that not work? The bridge would be raised until a pressure plate is triggered, lowering said bridge allowing the minecarts to 'exit' on the level. I could have it curve though and it derail onto a separate track when the bridge is lowered.

Pretty bad at explaining this, sorry..

6
DF General Discussion / Your method for splitting coins?
« on: June 24, 2016, 07:39:47 pm »
So I thought of a new method for splitting coins I'm using. It involves trading.

All I do is trade the entire 500 coin stack to the caravan, then I buy it back one coin at a time with dejected clothes from invaders and anything else I don't want to ever touch again, like a stack of copper coins. And since you can create macros it's super easy, all I do is tell df how many times I want the macro to repeat (ctrl+u) and press (ctrl+p) and go make a sandwich. XD

Since its one item at a time the macro just needs to do this:
Start on the left over the coins
Enter, backspace three times, press 1, enter, go to the right do the same (if stack such as coins, otherwise just enter) go back to the left and end the macro.

Thoughts everyone?

7
DF General Discussion / The world gen oddity of towers
« on: June 03, 2016, 01:36:41 am »
So in my endless quest for the perfect evil good volcano with a tower and unicorns I noticed something about towers.

They don't always generate with a seed. And when they do, rarely in the same place or even time. Over the course of several generations it appears, on average, that two towers DO generate before years 150 or so. But sometimes they're generated by year 80, other times barely by years 140. Just a thing I thought sort of funny how the death of a pointless sheep could cause this.

But really, is this a bug or is it intentional? Or just an unintentional side affect of the game being so in depth about sheep?

8
DF Modding / Have dwarves come to your fort with syndromes?
« on: October 02, 2015, 11:40:44 am »
Hey guys, so I plan to do a 28 drinks later challenge in a terrifying glacier/tundra. My question is can I add an illness of sorts that would either A) Kill them or B) turn them into zombies after x amount of time (Which likely won't be needed in a terrifying biome)

I think Masterwork did this with the older versions?

9
DF Modding / Who would be interested in a golem mod?
« on: September 24, 2015, 10:48:07 am »
So I thought about this last night.. I've had free time (once again) but no way to play DF at the moment... (Computer is far away, can't install DF on this laptop...) so who would be interested in a mod that adds Golems?

I would want them to be able to do certain task, maybe be drafted into the military? I don't know. Maybe make them able to operate pumps and such? Let me know what you guys think?

EDIT:

Okay so I decided on two 'classes' of golems.
The first, is a 'mechanical golem'
Spoiler (click to show/hide)

The second is a 'moulded golem'
Spoiler (click to show/hide)

How to craft them:
I don't know yet! Here are my ideas though:

Moulded golems:
Spoiler (click to show/hide)

Mechanical golems:
Spoiler (click to show/hide)

Materials you can make a golem from:
Available now:
Spoiler (click to show/hide)

Coming soon (I hope):
Spoiler (click to show/hide)

10
DF Modding / Need help learning a bit about interactions
« on: December 29, 2014, 03:49:39 pm »
I'm sorry if this has been done before, but I couldn't really find a tutorial on interactions... So i'm kind of going blind with it. Basically, what I want to do is make elves more powerful by giving them really powerful spells they can use to make some Fun. Basically i'm using the elves to learn to do these type of interactions so I can later do it with my own totally custom creatures. So far I've been able to make a 'blood shot' kind of thing that allows them to shoot their own blood, in frozen form, at enemies. It doesn't work too well, just causing some bruising mostly. Until I made their blood have the properties of steel that is. So I instead decided to give them a 'Steel shot' which is basically the same thing, it just literally shoots steel instead of blood.

My problem is though, they just shoot it in globs. I want them to be able to have a sharp edge on the steel shots, but i'm not sure how to go about this.

As always, any help is appreciated.

Here's the raw for the interaction I made, it's simply a modified version of spitting.
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Steel shot]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HAND
[CDI:MATERIAL:INORGANIC:STEEL:SOLID_GLOB]
[CDI:VERB:shoot:shoots:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:15]

11
In 'The Eternal Dimensions' of the year 300 seven brave (or possibly stupid) dwarves are sent from 'The Imprisoned Syrups' to try and create a foothold in the east; their goal seems simple enough: Mark the beginning of a huge planned expansion to the east in an attempt to make their already expansive civilization. The only other notable dwarven civilization is 'The Orb of Lulling', and they control the eastern part of the world. The secondary goal of the fort is to act as an outpost to try and thin the numbers of 'The Larval Scourge'; a goblin civilization that, in just the past ten years, has founded numerous new outpost.

The Eternal Dimensions in year 290
Spoiler (click to show/hide)
The Eternal Dimensions in year 300 (a mere 10 years later and our embark year)
Spoiler (click to show/hide)
Legend
Spoiler (click to show/hide)

The embark location:
Consist of 1 volcano, clay, little soil, shallow metal, and deep metal(s)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

Embark preparations: The pets are just the dogs and cats.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)

And finally...
Spoiler (click to show/hide)

Sorry about all the spoiler tags, I wanted to be sure you could had as an in-depth view of the world as possible. :) I will be sure to get Spring and Summer up really soon (Spring was really eventful and Fun) and if anyone knows how I can make the images a little smaller, it would be nice (I play on a 1920x1080 monitor, so I know it's pretty big for some people)

First Spring, year 300
First Summer, year 300

12
DF Modding / Make Elven weapons and armor stronger?
« on: December 23, 2014, 09:01:35 pm »
I'm kind of curious if this is at all possible? I know the use 'grown' weapons and armor, so would it be possible to make their grown weapons and armor as strong as, say, iron?

13
Hey guys, i'm trying to make a kind of creature pack that I plan to release later when all my creatures are made and ready to be released. I need help thinking of new creatures though, and I want these to be mainly underground creatures for the caverns.

So tell me, if you guys could create one creature, totally from your imagination, what would it be? And what could it do? (e.g. could it poison someone with a sting/bite, could it spin webs, etc.)

I'll credit anyone who helps me think of creatures. :3

14
I'm making an arachnid creature that's going to be similar to cave spider. I want it to reproduce through egg-laying, which is easy enough to do, be able to make silk, milkable, have horns, more than 2 eyes because spiders are freaky like that, and I want it to have wool.

So now my questions:
1) Is there a way to make it have wool while still having chitin? Like a woolly chitin? I want it to be shearable.
2) Could I just change the
Quote
   [BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]
to
Code: [Select]
[BODY:SPIDER:8EYES:HEART:GUTS:BRAIN:MOUTH]
or however many eyes I want?

I think that's all of my questions for now. :3 I'll ask more when I have them. Thanks for any help/attempt at helping. <3

15
DF General Discussion / Idea for a 'succession world' game
« on: September 04, 2014, 06:14:45 pm »
First, i'm not sure if this is the right place for this, since I'm not actually STARTING a succession world (as i'm calling it anyway) but i'm just bringing the idea up.

Okay so this may be a really boring idea for some, for others maybe not. My idea is a 'succession world' kind of like a succession fort. But instead of playing a year or two in a fort you pass it on you play the life span of an entire fort. When that fort dies (or you retire it) you pass the world on to someone else. That person then makes their own fort and plays for the lifespan of that fort and pass it on to the next. I figure with the new world progression this could become a really interesting idea. With previous versions of Dwarf Fortress this wouldn't of been much fun but now you can actually impact how well a civilization actually does, which is pretty cool. So, is this something people would be interested in trying?

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