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New scripts allows creature spawning. Which type would you like most? You have 2 votes.

Constructs: Mechanical/Steampunky Creatures, like Turrets, Landmines and Golems.
Fungi: Fungus-farming dwarves create Myconids, Slimes and Blobs.
Summoning/Conjuration: Demon and/or Elemental summoned at a magical altar.
Animate/Alchemy: Animate mud, stone, gems, metals, weapons or armor into "animated sword" or "mud golem"
Entymologist: Create giant insect versions, like Giant Spiders and Giant Roaches through mutation.
Heroes/Unique Super-Creatures: Hire well trained mercs or heroes of dwarven legend. Only one at a time. (Unsure if possible)
Something else (Please give more info about your idea)
Whatever you think is best, Meph. But rather towards new types. (Fungi/Demons/Animated things)
Whatever you think is best, Meph. But rather towards existing types. (Constructs, Colosseum)

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Author Topic: UPDATE - V.3i - Pottery, better Animal Training, Spawn Test and better manual.  (Read 13221 times)

Z1000000m

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What would Fungi creatures do?

Livestock.
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Meph

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I have no specifics, thats all there is. Specifics are discussed by the community, ideas thrown around, and then I'll make something. But seriously, I might trim down DF for a while, because I have a lot of planning and research to do for my next tour...
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::: ☼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 :::

Etherdrinker

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Scarecrows drops when destroyed "Straw Science Discovery (Warpstone)"

wat.
PD. Damn Knolls

Z1000000m

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ElenaRoan

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I'm finding the pottery modification pretty annoying, the shape command keeps cancelling and I'm yet to see the dry command pop up.  Before I had the gather clay command inter-spaced with what I wanted made so I didn't keep getting cancelling or huge stockpiles of clay building up, I can't do that now.  There's no clay barrels anymore either so now I'm back to square 1 with trying to build the workshops that require barrels.
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

BoffoDorf

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Typo's in the manual, listed for your convenience. :)

Greater Dyery does not zoom to the workshop when its index entry is clicked

Greater Dyery and Tailor .exe's both point to the reaction_brewery.txt file.

I manually patched the files if that would be an issue.

Btw, if only the other layer stone could look as sexy as the new look obsidian is sporting :-*.. especially dolomite.
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Meph

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    • worldbicyclist

Thanks, is noted.

I cant port more new designs for rock, no problem... its just that I am used to phoebus myself, and the tileset started by modifying phoebus, thats why they still look the same.

ElenaRoan: Where exactly is the problem? I know it can get slower if you have several potteries running, but everything works... why are reactions being cancelled in your fort?


Etherdrinker: Their itemcorpse item must be a unknown tool, so the game picks a random tool from the list.
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::: ☼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 :::

ElenaRoan

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I think it keeps running out of clay to use even with two clay ovens going.  Also it looks like the dry reactions have never come up, it's about a year since I stopped arguing with it and switched back to using glass for all those things and the "dry x" reactions are still available when I go into the pottery.
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

vonsch

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I can't seem to get anything put into the new large earthenware pots. I have meat, tallow, prepared meals, etc, piling up in the stockpile, and the pots sitting around empty. These are fired pots. I've had finished pots (14 right now) for a couple of seasons, and not a one has anything in it.

Back to using wood. Those work fine. (This is kobold camp.)

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Z1000000m

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Any reason why featherwood cannot be used to make planks? I have to say, I didnt esxpect that and it somewhat screwed me over.
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Etherdrinker

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Dunno, because those woods are special in some other way?. You should use only "Wood" for make "Polish Wood". Maybe cause some balancing thing. Just assumptions.

Meph

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Its because the reaction only accepts "wood". Not feather, glumprong, fungi, spore, nether or crystal wood. I assume I could make some for those as well, if need be.
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::: ☼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 :::

CheatingChicken

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Any reason why featherwood cannot be used to make planks? I have to say, I didnt esxpect that and it somewhat screwed me over.

As far as i know you need to make it into smooth wood before you can make it into planks (at the splitting log or a sawmill)
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Billy Jack

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With the recent skill change, I think the engineer should get the bonus for Toolmaking.
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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)

Repseki

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Has anyone found a way to use Workflow with the new Pottery system without having to build two Pottery buildings?
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