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Author Topic: Specific bone & skull using dwarves: system and workarounds used  (Read 2120 times)

Scrangos

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Re: Specific bone & skull using dwarves: system and workarounds used
« Reply #15 on: July 06, 2008, 10:38:21 pm »

Started a new game, sadly 1x1 is not available to be chosen =/

Added two things to test out, tree farms. although they still need to be converted to logs thru the smelter.  Take 3 years to grow.

And a workaround for an alternative spark for igniting things.  So far the only choice seems to be magma.  I added a pet imp type, mainly to be chained where there are explosives.  When enemies come, firebreath, boom.
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Kagus

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  • Olive oil. Don't you?
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Re: Specific bone & skull using dwarves: system and workarounds used
« Reply #16 on: July 07, 2008, 01:34:56 am »

Ah, It's good to have an active scientist on the boards again...  Too long have we gone without the thrill of absurd blunderings through the raw files.

Cheers mate.

Zai

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  • Elmo? Is that a SIMPLE UTENSIL?
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Re: Specific bone & skull using dwarves: system and workarounds used
« Reply #17 on: July 10, 2008, 11:48:18 pm »

Very nice. I'll be interested to see how this turns out.
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