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Author Topic: Future of the Fortress: The Development Page  (Read 858029 times)

Scamps

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Re: Future of the Fortress: The Development Page
« Reply #3750 on: February 20, 2011, 02:47:24 am »

meow :3
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TolyK

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Re: Future of the Fortress: The Development Page
« Reply #3751 on: February 20, 2011, 02:56:20 am »

 ???
...
 :o
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My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

Flaede

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Re: Future of the Fortress: The Development Page
« Reply #3752 on: February 20, 2011, 03:32:52 am »

hahaha. nice.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

PTTG??

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Re: Future of the Fortress: The Development Page
« Reply #3753 on: February 20, 2011, 02:09:01 pm »

Not again.
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Space 'Murrica! United States of Space! (Stellaris Democratic Succession)

A thousand million pool balls made from precious metals, covered in beef stock.

monk12

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Re: Future of the Fortress: The Development Page
« Reply #3754 on: February 20, 2011, 04:37:29 pm »

I have seen the future of the fortress, and it has whiskers.

NSQuote

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Re: Future of the Fortress: The Development Page
« Reply #3755 on: February 20, 2011, 10:03:07 pm »

I have seen the future of the fortress, and it has whiskers.
But apparently no tail.
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Thundercraft

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Re: Future of the Fortress: The Development Page
« Reply #3756 on: February 21, 2011, 02:15:05 am »

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Untelligent

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Re: Future of the Fortress: The Development Page
« Reply #3758 on: February 21, 2011, 12:25:03 pm »

Scamps has been adopted by Development Page Thread.
Development Page Thread cancels all rational thought: Interrupted by Scamps



So anyway, after the round of bugfixes the next thing on the dev page is some town stuff, including workshops. Will we be able to use these workshops in Adventure Mode?
« Last Edit: February 22, 2011, 12:30:05 am by Untelligent »
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The World Without Knifebear A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

SirPenguin

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Re: Future of the Fortress: The Development Page
« Reply #3759 on: February 21, 2011, 01:55:39 pm »

Has anyone figured out the inconsistent nature of pots? I want to write a bug report on it, but I see Toady already closed one as "Unable to reproduce", so I want to narrow down the issue.

Right now it seems their use as storage is completely random at best. I have a food stockpile full of plants, meat, and fish and a workshop full of stone pots, and no one is seeing fit to combine the two. Others have said pots have near unlimited storage capacity.

Any idea what's up? I haven't glazed the pots, but would I have to with a stone pot?
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Neonivek

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Re: Future of the Fortress: The Development Page
« Reply #3760 on: February 21, 2011, 11:07:30 pm »

Scamps has been adopted by Development Page Thread.
Development Page Thread cancels all rational thought: Interrupted by Scamps



So anyway, after the round of bugfixes the next thing on the dev page is some town stuff, including workshops. [color=chartreuseWill we be able to use these workshops in Adventure Mode?

At this point I am surprised Toady didn't create an account called "Scamps" Especially for April Fools.
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Thundercraft

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Re: Future of the Fortress: The Development Page
« Reply #3761 on: February 22, 2011, 01:11:59 am »

31.19 does not have animal mass play any factor in how much they eat.  How much they need to eat is derived from an absolute value in the [GRAZER:<integer>] tag.  The integer determines how much of the hunger variable is removed per unit of grass eaten.

...keep in mind that milk production is also independent of creature size - goats produce just as much milk as cows, in spite of eating less than a tenth as much grass.

It seems that neither milk production, nor grazing, nor other food requirements are adjusted based on the genetics of creatures and civilizations. Nor are they directly influenced by or proportional to body size.

Question: Are there any plans to make milk production, grazing, and/or food consumption influenced by genetics or body size?
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Rockphed

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Re: Future of the Fortress: The Development Page
« Reply #3762 on: February 22, 2011, 03:58:49 am »

Question: Are there any plans to make milk production, grazing, and/or food consumption influenced by genetics or body size?

Not an answer, but remember that dwarves are happy if they make a meal out of dragonfly brains.
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Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

Flaede

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Re: Future of the Fortress: The Development Page
« Reply #3763 on: February 22, 2011, 09:16:54 am »

Quote
# stopped regrow from adding extra grass types on a tile

Aw. I thought It like meadows with different grasses sticking up between each other.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Mel_Vixen

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Re: Future of the Fortress: The Development Page
« Reply #3764 on: February 22, 2011, 09:51:37 am »

Yeah that was kinda realistic. Pure breed lawns are a human invention. A real meadow has all sorts of grasses and plants all over the place. 
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[sarcasm] You know what? I love grammar Nazis! They give me that warm and fuzzy feeling. I am so ashamed of my bad english and that my first language is German. [/sarcasm]

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