Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

Pages: 1 ... 35 36 [37] 38 39 ... 65

Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84294 times)

masterdiscord

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #540 on: August 23, 2013, 11:50:32 am »

That's good to know Meph. I usually don't get around to really doing some engraving until I'm well established (my dorfs usually stay content with dirt-sleeping until several years in) and have a wealth in the millions. I guess you could always refrain from detailing any walls when you're runesmithing and vice versa.

Would be so very nice if we could tweak job priority. I know that's a hardcoded problem though.

As to my prior question: Would it, theoretically, be possible to stockpile link a workshop and have a 'break down' reaction like for bone items in the slaughterhouse or wood items in the sawmill? Then they could dump any poor quality stuff in that stockpile. You could even tweak it if you wanted, to account for return-rate exploits. Well, I imagine you could anyway.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #541 on: August 23, 2013, 12:20:33 pm »

What exactly do you want to break down, and in which workshop?

I mean, yeah, you can make a stockpile, only allow low-quality items, have it feed only one workshop that destroys these items. But that already exists, with the crematory (wood, bone, leather, cotten, silk, wool), the tailor (unravel cloth), the smelter (melt metal items) ... so, whats left? Stone furniture? ^^
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #542 on: August 23, 2013, 12:42:40 pm »

ooop.  another new reaction to create.  ^^

Stone furniture crushed to sand....
Logged
Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

sir_schwick

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #543 on: August 23, 2013, 01:11:14 pm »

I think the Slaughterhouse allows you to grind Bone crafts into bonemeal to use as flux.
Logged

Varyag

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #544 on: August 23, 2013, 02:47:46 pm »

I have no idea if this could work but here goes:

Cattle Rustlers: works like baby snatchers but steal livestock like tuskoxen, pekyts, and similar relatively docile farm animals while avoiding guard animals and vermin hunters.
This means you need to guard your grazers with either guard animals or have a soldier around to make sure no one takes off with your food. The obvious way to prevent cattle rustling in older forts would be an indoor grazing area or a guarded pen outside but losing livestock would be a real threat during the first two years when your fort is still maturing.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #545 on: August 23, 2013, 02:53:37 pm »

Cant mod the AI, sorry.

I can add interactions to invaders/thieves/kidnappers to poison/kill common domestic pets though.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #546 on: August 23, 2013, 04:25:14 pm »

Concepts.

Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #547 on: August 24, 2013, 01:23:58 am »

Hey Meph, how do we tell which blueprints do what?

Vabalokis

  • Bay Watcher
  • Urist McKneeGrow
    • View Profile
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #548 on: August 24, 2013, 03:33:17 am »

I strongly approve this. Maybe instead of black/white magic - life/death or light/dark. Anything but black/white.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #549 on: August 24, 2013, 05:28:50 am »

Occult for the black magic?
Miracles for the white magic?
Emberblaze = Fire
Stormtempest = Air
Mountainheart = Earth
Waveguide   = Water
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Varyag

  • Bay Watcher
    • View Profile
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #550 on: August 24, 2013, 05:54:29 am »

How about:

Altar of consecrated knowledge (What a dwarf considers consecrated is up to debate)

Altar of forbidden knowledge (What a dwarf considers forbidden is likewise up to debate)


or maybe these slightly unconventional suggestions work, do note that i have taken creative freedoms with these terms as they happen to sound good:

Altar of syntropy:
Preserving Magic and the natural phenomenon that makes water reactors and similar oddities work, funny twist here is that necromancy could be associated with the white shrine which most consider the color of good magic

Altar of entropy:
Destructive Magic and the natural phenomenon that makes atom smashers and similar oddities work, undeath in all its forms generally go against every idea that entropy embodies so spells that smite the dead obviously goes into the black shrine :))

I like this latter option better as it keeps all magic terms within the natural realm and thus distinctly different from religion which mostly is about offerings, prayer and revealing subversive elements, not entirely unlike the spanish inquisition.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion & Suggestions - Poll about building names
« Reply #551 on: August 24, 2013, 06:13:05 am »

Yeah, lets keep the religion on the religion part of the mod :P

And the results from the last poll. Ore Processor, yes or no. I'll just take this as a yes:

Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #552 on: August 24, 2013, 06:16:53 am »

Hey Meph, how do we tell which blueprints do what?

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: [DWARF] - Discussion & Suggestions - Poll about building names
« Reply #553 on: August 24, 2013, 07:04:05 am »

There is only one blueprint. All buildings use the same.

And random idea:
Transform changeling into "magmaling". They are magma-safe. Make reaction that says "Command magmalings to spawn magma". Runs "slayrace magma magmaling". Magmalings have a interaction that they can only do when in magma, Start:10000, transform themselves into something non-magma-safe.  Tada, walking magma-spawners and landmines. :)
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Gamerlord

  • Bay Watcher
  • Novice GM
    • View Profile
Re: [DWARF] - Discussion & Suggestions - Poll about building names
« Reply #554 on: August 24, 2013, 07:05:33 am »

Fine, 'breakthrough in science', whatever.
Pages: 1 ... 35 36 [37] 38 39 ... 65