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Author Topic: Trivial findings  (Read 461011 times)

FantasticDorf

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Re: Trivial findings
« Reply #1425 on: January 03, 2019, 09:39:11 am »

Anecdotally polar bear-man armor fits trolls just fine too, but the above method especially via DFtherapist or DFhack's native 'manipulator' plugin can do just as well, they can do other jobs too this way.

Gremlins dont usually have the labours but most certainly should be able to create their own clothes/armor this method to prevent nakedness bad thoughts when caught as a tamable intelligent in vanilla.
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pamelrabo

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Re: Trivial findings
« Reply #1426 on: January 03, 2019, 05:23:39 pm »

I found a dead werebeast cursed dwarf doesn't turn into a ghost until it's back into dwarven form.
I got something like

"ghostly fish dissector turned into a dwarf!"
"ghostly fish dissector is haunting the fortress!"

Apparently they keep turning into beasts and back even dead, until someone memorializes them. The guy died in his flooded quarantine cell the moment he turned into a beast again, and I didn't recover the body.
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Silverlock

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Re: Trivial findings
« Reply #1427 on: February 20, 2019, 10:16:53 pm »

I found a dead werebeast cursed dwarf doesn't turn into a ghost until it's back into dwarven form.
I got something like

"ghostly fish dissector turned into a dwarf!"
"ghostly fish dissector is haunting the fortress!"

Apparently they keep turning into beasts and back even dead, until someone memorializes them. The guy died in his flooded quarantine cell the moment he turned into a beast again, and I didn't recover the body.

I find this fascinating.  A ghostly werebeast.
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"All right boys, let's strike the- *crack* whatthefwarblblub..."
"...Dibs on the pick."
Hidden beneath rusting weapons was a mass of assorted bones. An elf, a goblin, even an ogre. All just waiting for someone to walk by and notice them, like some kind of land mine of horror.

Urist McUristUrist

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Re: Trivial findings
« Reply #1428 on: February 21, 2019, 05:23:53 pm »

I found a dwarf with a prefference for "citron wood wood" in my fortress today.

Edit:
Found another one with prefference for "coffee wood wood". Is my game corrupted or is this normal?
« Last Edit: February 23, 2019, 12:13:54 pm by Urist McUristUrist »
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Silverlock

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Re: Trivial findings
« Reply #1429 on: February 23, 2019, 04:29:56 pm »

I am enjoying the fact that "Urist McUristUrist" is the one asking about this.
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"All right boys, let's strike the- *crack* whatthefwarblblub..."
"...Dibs on the pick."
Hidden beneath rusting weapons was a mass of assorted bones. An elf, a goblin, even an ogre. All just waiting for someone to walk by and notice them, like some kind of land mine of horror.

anewaname

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Re: Trivial findings
« Reply #1430 on: February 23, 2019, 08:11:36 pm »

I found a dwarf with a prefference for "citron wood wood" in my fortress today.

Edit:
Found another one with prefference for "coffee wood wood". Is my game corrupted or is this normal?
This is normal. When fruit-bearing trees were added, their descriptions had "wood" added to them, probably to differentiate from their fruits (because "peach wood barrel" is clear but "peach barrel" could be confusing).
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Grand Sage

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Re: Trivial findings
« Reply #1431 on: February 25, 2019, 07:54:40 am »

yeah, that system probably needs a re-write were all wooden objects are described as "X-wood object". So a  oak wood barrel for instance.
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nezclaw

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Re: Trivial findings
« Reply #1432 on: February 27, 2019, 02:42:19 pm »

if you force-age a child by using the "Rejuvenate" command in DFHack, you can't add them as the commander of a squad.
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Dunamisdeos

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Re: Trivial findings
« Reply #1433 on: February 27, 2019, 03:50:16 pm »

I wonder what causes a megabeast in captivity to go insane, exactly?

So far I've got 2 Minotaur, 1 Cyclops, and a Roc. The Minotaurs and cyclops are in identical enclosures, chained to prevent escape. The roc is in a multi-story aviary enclosure. The Minotaurs went insane with 3 years, at different times. The Cyclops has been here for going on 10 years, and is sane.

The Roc likely has not had time enough to produce results, being caged for 4 years (I had to reconstruct the aviary, mistakes were made) and inside the enclosure for 2. It is unchained.

We've also got a number of goblins enclosed, and unchained. None of them have gone insane. However, if the chain was the catalyst, one would think the cyclops would have lost it long ago.
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Silverlock

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Re: Trivial findings
« Reply #1434 on: February 28, 2019, 08:58:49 pm »

I wonder what causes a megabeast in captivity to go insane, exactly?

Probably just the sheer shame of it all.
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"All right boys, let's strike the- *crack* whatthefwarblblub..."
"...Dibs on the pick."
Hidden beneath rusting weapons was a mass of assorted bones. An elf, a goblin, even an ogre. All just waiting for someone to walk by and notice them, like some kind of land mine of horror.

Magistrum

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Re: Trivial findings
« Reply #1435 on: March 16, 2019, 02:15:42 pm »

Definitely not the years of captivity without so much as water.
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snow dwarf

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Re: Trivial findings
« Reply #1436 on: March 16, 2019, 10:49:32 pm »

Heh, Kruggsmash throwback.
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methylatedspirit

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Re: Trivial findings
« Reply #1437 on: March 20, 2019, 01:33:22 am »

It turns out that cage traps do not work on merchants. Dammit.
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Bumber

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Re: Trivial findings
« Reply #1438 on: March 20, 2019, 03:09:19 am »

It turns out that cage traps do not work on merchants. Dammit.
They should if you use cave-in dust to stun.
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methylatedspirit

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Re: Trivial findings
« Reply #1439 on: March 20, 2019, 03:27:05 am »

I was looking for ways to take an elven caravan's stuff under two conditions:
1. Don't let them leave. (pisses off the elven civ, don't really want war yet)
2. Don't kill them. (corpses are traumatizing to dwarves, pain in the ass to deal with)
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