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Author Topic: ☼Gnomes☼ - Everything Gnome Mode  (Read 80342 times)

vcordie

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #330 on: October 31, 2014, 07:35:40 am »

do gnomes get access to arbalests?
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slay_mithos

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #331 on: October 31, 2014, 10:32:25 am »

Apparently, it's a dwarven building, and the orcs have their version too, but that's it.

Oddly enough, an arbalest is supposed to be an advanced crossbow (as well as the french word for crossbow), so it took me a while to figure out what you were talking about.
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vcordie

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #332 on: October 31, 2014, 10:41:28 am »

Gnomes don't get either arbalests or steam engines, yet they get railguns and time travel.
Okay.
Yep.
Sure.
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Emperor

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #333 on: October 31, 2014, 10:58:27 am »

You could always permit the reactions/buildings in the gnomish ENTITY file.
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Boltgun

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #334 on: November 03, 2014, 04:59:18 am »

Gnomes don't get either arbalests or steam engines, yet they get railguns and time travel.
Okay.
Yep.
Sure.

Bah, they went straight to electric power with uranium warpstone?
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vcordie

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #335 on: November 03, 2014, 06:00:05 pm »

bah, they could still use the magma engine to make electricity. seriously, can we please get gnomes with steam engines in the next version?
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milo christiansen

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #336 on: November 03, 2014, 06:13:34 pm »

I don't know if anyone is interested, but the current powered workshop script is full of little bugs.
Everytime I look through it I find something else that is slightly wrong, and/or can rarely fail in some weird way.

I did not make a list (I was too busy working on my own powered workshop system for Rubble), but here are a few I can remember:

The drill will not extend into open space (but it still takes your items).
The drill leaves the wrong tile behind when retracting from a soil layer.
The sorter cannot handle item subtypes (AFAIK, there is even a comment about "getting it working"), but subtypes are listed as options. (my sorter handles them fine, so look there for how I did it if needed).

The whole thing is one giant, hard to manage, rats nest. Ever heard of modules?
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hanspeter

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #337 on: November 03, 2014, 07:15:18 pm »

bah, they could still use the magma engine to make electricity. seriously, can we please get gnomes with steam engines in the next version?

Gnomes do have Steam Engines already.
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smakemupagus

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #338 on: November 03, 2014, 10:30:39 pm »

Seems to be there...

Code: [Select]
Searching for: STEAM_ENGINE_GNOME
building_z_gnome.txt(1479): [BUILDING_WORKSHOP:STEAM_ENGINE_GNOME]
building_z_gnome.txt(1521): [BUILDING_WORKSHOP:MAGMA_STEAM_ENGINE_GNOME]
entity_good_gnome.txt(1867): YESSTEAMENGINE[PERMITTED_BUILDING:STEAM_ENGINE_GNOME]
entity_good_gnome.txt(1870): YESSTEAMENGINE[PERMITTED_BUILDING:MAGMA_STEAM_ENGINE_GNOME]
reaction_gnome.txt(1026): [BUILDING:STEAM_ENGINE_GNOME:CUSTOM_S]
reaction_gnome.txt(1027): [BUILDING:MAGMA_STEAM_ENGINE_GNOME:CUSTOM_S]
Found 6 occurrence(s) in 3 file(s)

[REACTION:STOKE_BOILER_GNOME]
[NAME:Run the steam engine (produce power)]
[BUILDING:STEAM_ENGINE_GNOME:CUSTOM_S]
[BUILDING:MAGMA_STEAM_ENGINE_GNOME:CUSTOM_S]
[FUEL]
[SKILL:OPERATE_PUMP]
Dimension is the number of days it can produce 100 power * 100.
I.e. with 2000 it means energy of 1 job = 1 water wheel for 20 days.
[PRODUCT:100:1:LIQUID_MISC:NONE:WATER][PRODUCT_DIMENSION:2000]

vcordie

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #339 on: November 04, 2014, 11:56:01 am »

Weird, wonder why I don't see them in my game or other peoples community forts then.
How many waterwheels do you need to power any early factory? Stonecutter+crafter?
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ManlyMeatMan

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #340 on: November 19, 2014, 06:05:58 pm »

I have a problem with my Gnome Fortress. I have built the seismic telegraph and I can add the task "send a request for trade" but none of my gnomes will do it. Is there a specific labor that must be enabled for it that I must have turned off? As you can tell I'm relatively new to playing the Gnomes, so any help would be appreciated.
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There Is No Vic

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #341 on: December 04, 2014, 06:46:27 pm »

After hilariously losing half of my gnomes to the stonecutter machine, I decided to abandon.

Which therapist skill is attached to Druid? Prayer?

I have a gnome with a caste tag of Insane. Looks like every skill gives a bonus in therapist. I'm still at the embark screen. The caste tags are a bit confusing here. Does a gnome with Making Armor caste tag have a bonus?
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IndigoFenix

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #342 on: December 05, 2014, 03:20:53 am »

After hilariously losing half of my gnomes to the stonecutter machine, I decided to abandon.

Which therapist skill is attached to Druid? Prayer?

I have a gnome with a caste tag of Insane. Looks like every skill gives a bonus in therapist. I'm still at the embark screen. The caste tags are a bit confusing here. Does a gnome with Making Armor caste tag have a bonus?

'Druid' is the animal training skill for gnomes.

All gnomes are born with a small amount of points in one craft-related skill, so that gnome children will automatically work in one particular job, depending on their caste.  The exceptions are the insane gnomes, which have a fast skill learning rate but are prone to going stark raving mad, and the angry gnomes, which have a high chance of becoming enraged in combat and will frequently attack enemies instead of running away, but are prone to going berserk.

There Is No Vic

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #343 on: December 09, 2014, 05:43:25 pm »

Looks like minecarts made in the furniture factory don't show up in the Routes menus as valid vehicles.
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lcy03406

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Re: ☼Gnomes☼ - Everything Gnome Mode
« Reply #344 on: December 16, 2014, 10:50:13 pm »

Alright now I know how to make a dynamo from scratch.
1 dynamo (in tinker)= 2 magnets + 1 metal disc + 1 wire
1 magnet + 1 uncharged capacitor (with 1 electromagnet in smelter)= 1 charged capacitor + 1 bar
1 electromagnet (in tinker)= 1 rod + 1 wire
1 charged capacitor (in electrostatic generator)= 1 uncharged capacitor
1 uncharged capacitor (in tinker)= 1 glass pipe + 2 foils
1 wire (in tinker)= 1 strip
1 rod (in tinker)= 1 strip
1 foils (in tinker)= 1 strip
10 strip (in tinker)= 1 sheet
« Last Edit: December 17, 2014, 05:02:37 am by lcy03406 »
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