Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3]

Author Topic: The perfect site  (Read 4061 times)

Micro102

  • Bay Watcher
    • View Profile
Re: The perfect site
« Reply #30 on: November 29, 2008, 09:39:41 pm »

i copied what you posted, but i dont think it covers everything.
Logged

userpay

  • Bay Watcher
    • View Profile
Re: The perfect site
« Reply #31 on: November 30, 2008, 12:42:45 am »

Well theres mine, the only thing it doesn't have is a bottomless pit or chasm but the big sieges make up for that  ;D
Logged

Magua

  • Bay Watcher
    • View Profile
Re: The perfect site
« Reply #32 on: November 30, 2008, 05:59:45 pm »

i copied what you posted, but i dont think it covers everything.

Hmm.  Don't know what to tell you, but you can download the map (in my Gigaconstruction: Obsidian Monolith thread, or from the Pregenerated Worlds page on the wiki) and get the seed parameters from that, if you wish.
Logged
Also, you can manufacture vomit at a smelter.  Subsequently removing the smelter spews vomit over a surprising area.

Bluerobin

  • Bay Watcher
    • View Profile
Re: The perfect site
« Reply #33 on: December 03, 2008, 10:36:12 am »

I've seen a couple of other threads where just putting in worldgen parameters doesn't lead to the same world on other systems.  I don't remember if anyone decided on why it didn't work, just that it didn't.  The only way they found to fix it was to upload a save of it to DFFD.
Logged
The moment the lever was pulled, somebody's pet kitten stepped onto the bridge. I read somewhere that if a cat falls more than 11 stories, it instinctively flares its legs out to increase air resistance. This slows it down enough to stick the landing with relatively minor injuries. In Dwarf Fortress, apparently, cats don't do that.

userpay

  • Bay Watcher
    • View Profile
Re: The perfect site
« Reply #34 on: December 03, 2008, 07:57:21 pm »

Like mine in the sig.


    V
Logged
Pages: 1 2 [3]