Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 200 201 [202] 203 204 ... 1065

Author Topic: Future of the Fortress: List of Remaining Items  (Read 3666654 times)

Name Lips

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3015 on: July 10, 2009, 04:52:39 pm »

How will the Job Manager work with burrows? If I have a forge/smelter area for metalcrafting, for instance, with only my legendary metalcrafter allowed into that Burrow, but then I queue up 20 steel hammers.... will my metalcrafter's station be clogged up with hammers he doesn't know how to craft?

Or will I be able to somehow assign that particular order to the "Weaponsmithing" Burrow?
Logged

jaked122

  • Bay Watcher
  • [PREFSTRING:Lurker tendancies]
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3016 on: July 11, 2009, 10:25:52 am »

every single thing is simple alone
as you bring them together they take a life of their own
perhaps it just means we are greater than we thought
or perhaps we aren't the creators that we brought

SimRobert2001

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3017 on: July 11, 2009, 02:56:06 pm »

question for you guys: Why can't i mine? I try to hit the enter key, but no selector comes up, os i can't select any area to mine.

in addition, i can't move up or down z levels at all.
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3018 on: July 11, 2009, 02:57:53 pm »

question for you guys: Why can't i mine? I try to hit the enter key, but no selector comes up, os i can't select any area to mine.

in addition, i can't move up or down z levels at all.

What version are you using?  If you're using 40d12 or 40d13, those have various issues with keyboard input.  You might consider moving back to 40d11 for the time being.
Logged

SimRobert2001

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3019 on: July 11, 2009, 03:08:17 pm »

question for you guys: Why can't i mine? I try to hit the enter key, but no selector comes up, os i can't select any area to mine.

in addition, i can't move up or down z levels at all.

What version are you using?  If you're using 40d12 or 40d13, those have various issues with keyboard input.  You might consider moving back to 40d11 for the time being.

yea, figured thati'd just do somethign like this. i wound up placing it in the wrong one thread. >.<   

Logged

Areyar

  • Bay Watcher
  • Ecstatic about recieving his own E:4 mug recently
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3020 on: July 11, 2009, 03:36:43 pm »

Also having a non-standard keyboard layout can cause troubles.
Though it is mostly limited to Z-axis ans menu scroll keys, with narrow labtops.
Logged
My images bucket for WIPs and such: link

jaked122

  • Bay Watcher
  • [PREFSTRING:Lurker tendancies]
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3021 on: July 12, 2009, 09:37:59 am »

Besides, iron rusting is chemistry, not physics.
chemestry is physics, there are chemists and physicists, the only difference is scale and one has to obey gravity!

LegacyCWAL

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3022 on: July 12, 2009, 10:37:12 am »

And we math guys think that both are so cute when they talk about one being a part of the other.
Logged
HIDE THE WOMEN AND DROWN THE CHILDREN, THE BARON HAS ARRIVED.

Christes

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3023 on: July 12, 2009, 12:12:10 pm »

And we math guys think that both are so cute when they talk about one being a part of the other.

What is this, like the fourth time that's been linked on this thread? :P

Oh well, it's my desktop wallpaper for a reason.
Logged

Zironic

  • Bay Watcher
  • [SDRAW_KCAB]
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3024 on: July 12, 2009, 11:42:04 pm »

Physics and Chemistry are pretty much the same. Try to figure out which group electricity belongs in. (Both)
In the end, they are both applied mathematics.
Logged

Baughn

  • Noble Phantasm
  • The Haruhiist
  • Hiss
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3025 on: July 13, 2009, 05:12:16 am »

No, chemistry really is applied physics.
Why?

Well, the laws of physics are, by definition, all the laws. Those of chemistry can be derived from them, but not the other way around - gravity, as was pointed out, is outright ignored; and there are many many approximations around.

This does not make physics applied math, though. At most, physics uses applied math.
Logged
C++ makes baby Cthulhu weep. Why settle for the lesser horror?

smokingwreckage

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3026 on: July 13, 2009, 06:58:27 am »

I challenge any being to work out chemistry using only physics. Chemistry has largely been worked out using chemistry, and the physics of it inferred. Besides, if we go down the xkcd route maths is applied logic, which is applied philosophy, so right up the end of the scale is a bunch of long dead luminaries smiling benevolently from the distance of 3000 years or so.

In short: rust is chemistry.
Logged

Christes

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3027 on: July 13, 2009, 07:18:19 am »

maths is applied logic

I find it hilarious when I talk to philosphy people who are somewhat ignorant regarding higher math.

You can do symbolic logic?  I thought you were in math.
Logged

sillybear25

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3028 on: July 13, 2009, 08:06:20 am »

This is a bit of an old question, seeing as how you updated the dev page about this topic quite some time ago, but I really don't feel like digging through 200+ pages of this thread to see if anyone else has asked it.

Question:
Will the venom materials be hard-coded, or will they be a part of the raws? I would very much like to be able to create my own toxic materials for mods and such.

Edit:
And also, if venoms are part of the raws, to what extent can they be modified? Will they be limited to a couple of predetermined venom types, such as stun, paralyze, etc., or will they be somewhat more open to modification?
« Last Edit: July 13, 2009, 08:08:22 am by sillybear25 »
Logged

LegacyCWAL

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3029 on: July 13, 2009, 10:06:11 am »

I challenge any being to work out chemistry using only physics. Chemistry has largely been worked out using chemistry, and the physics of it inferred. Besides, if we go down the xkcd route maths is applied logic, which is applied philosophy, so right up the end of the scale is a bunch of long dead luminaries smiling benevolently from the distance of 3000 years or so.

In short: rust is chemistry.

I'd like to see those philosophers try to wrap their heads around abstract mathematics 8)
Logged
HIDE THE WOMEN AND DROWN THE CHILDREN, THE BARON HAS ARRIVED.
Pages: 1 ... 200 201 [202] 203 204 ... 1065