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Author Topic: The DF2010 Little Questions Thread  (Read 1149581 times)

Buttery_Mess

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Re: The DF2010 Little Questions Thread
« Reply #10500 on: April 07, 2011, 07:19:09 am »

That's what I needed to know! Thanks.
Constructed floors never growth anything to my knowledge. It has to be natural ground. Let me know if this is changed with clay floors, but I doubt it.

Any constructed floor counts as a building, as does any farm plot, they can't overlap. Also, cave plants don't grow on mud on constructed (or smoothed) floors as they do on soil or muddied rough stone.
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But .... It's so small!
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Kogut

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Re: The DF2010 Little Questions Thread
« Reply #10501 on: April 07, 2011, 08:30:39 am »

That's what I needed to know! Thanks.
Constructed floors never growth anything to my knowledge. It has to be natural ground. Let me know if this is changed with clay floors, but I doubt it.

Any constructed floor counts as a building, as does any farm plot, they can't overlap. Also, cave plants don't grow on mud on constructed (or smoothed) floors as they do on soil or muddied rough stone.
But you can have wall below:
Spoiler (click to show/hide)
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The worst bug - 34.11 poll
Tired of going decades without goblin sieges? Try The Fortress Defense Mod
Kogut, the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.

jaxy15

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Re: The DF2010 Little Questions Thread
« Reply #10502 on: April 07, 2011, 12:25:04 pm »

Is there any use for plump helmet man plump helmet man tissues?
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Dwarf Fortress: Threats of metabolism.

D.L.

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Re: The DF2010 Little Questions Thread
« Reply #10503 on: April 07, 2011, 12:39:33 pm »

What purpose do tools like ladles, carving knives, cleavers, and cauldrons serve?
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Mister Always

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Re: The DF2010 Little Questions Thread
« Reply #10504 on: April 07, 2011, 01:01:24 pm »

What purpose do tools like ladles, carving knives, cleavers, and cauldrons serve?

In Adventure Mode, selling for chump change.

In Dwarf Fortress mode, melting down.
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"""The ability to quote is a serviceable substitute for wit." - W. Somerset Maugham" -Forumite" -Mister Always

Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #10505 on: April 07, 2011, 02:08:21 pm »

Is there any use for plump helmet man plump helmet man tissues?
No, your dwarves won't eat the flesh of sentient creatures, and even if they did plump helmet man tissue doesn't have the right tags in the raws to act like an edible meat product.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Remalle

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Re: The DF2010 Little Questions Thread
« Reply #10506 on: April 07, 2011, 03:41:53 pm »

Is there any use for plump helmet man plump helmet man tissues?
No, your dwarves won't eat the flesh of sentient creatures, and even if they did plump helmet man tissue doesn't have the right tags in the raws to act like an edible meat product.
Shouldn't it act like a plant?  Or am I overthinking a fictional creature? ???
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Sphalerite

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Re: The DF2010 Little Questions Thread
« Reply #10507 on: April 07, 2011, 04:03:47 pm »

Is there any use for plump helmet man plump helmet man tissues?
No, your dwarves won't eat the flesh of sentient creatures, and even if they did plump helmet man tissue doesn't have the right tags in the raws to act like an edible meat product.
Shouldn't it act like a plant?  Or am I overthinking a fictional creature? ???
It should, but it doesn't, because it's in the wrong form.  Your dwarves won't eat a random chunk of edible material unless it's the right type of item.  Just as glass from a forgotten beast made of glass can't be used for anything, plump helmet tissue from a plump helmet man can't be eaten.  It is possible to mod plump helmet men to actually yield edible plant material objects when butchered - I figured out what they're missing and what needed to be added when I created Tofurkeys as an experiment.  The plump helmet material needs to have the [BUTCHER_SPECIAL:MEAT:NONE] added, and possibly [MEAT] as well, in order to produce edible items when butchering them.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

slothen

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Re: The DF2010 Little Questions Thread
« Reply #10508 on: April 07, 2011, 04:33:01 pm »

They do not put them on. However, you can work around this by assigning everyone a uniform made of civilian garments. Just leave them on inactive duty. Or, you know, don't.  ;)

too lazy to make squads for 150 dwarves. As it is I feel kind of silly making tons of clothing and filling their rooms with cabinets.
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Taren

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Re: The DF2010 Little Questions Thread
« Reply #10509 on: April 07, 2011, 05:16:25 pm »

People were asking about a warning system for dangers, I use the sound mod and the battle sounds help no end if there is a disturbance going on, or a thief about etc.

You can mod the sounds to be anything, and even if you disable everything else in it, I imagine this would be a useful warning system to have. Little details like reminding me of events are so helpful if my attention is elsewhere at the time.

Anyway check it out, if you are new it will likely help a lot till you get the hang of things, it did for me!
http://www.bay12forums.com/smf/index.php?topic=60287.0
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Qc Storm

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Re: The DF2010 Little Questions Thread
« Reply #10510 on: April 07, 2011, 07:19:03 pm »

Deadly blood. Just got a Forgotten beast, called the Gravetomb the Bones of Murder or something similar. A flying leech with scales made of slate and deadly blood. Thankfully it was dispatched without too much trouble, with a feet as the only casualty.

Now the problem is that there is a puddle of deadly blood near my Barracks. I put a Restricted movement cost on it in the meanwhile, but how do I get rid of it before someone stupid kills everyone?


I was also wondering if Elite Marksdwarves/Weaponlords do anything other than looking cool.
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JAFANZ

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Re: The DF2010 Little Questions Thread
« Reply #10511 on: April 07, 2011, 07:27:31 pm »

1) Build a wall (or maybe floor) over it? (dunno if this'd work).

2) Wash it away with water.

3) Was it away with Magma.

4) try getting the DFhack pack & using DFcleanmap on it?
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Remalle

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Re: The DF2010 Little Questions Thread
« Reply #10512 on: April 07, 2011, 07:34:17 pm »

1) Build a wall (or maybe floor) over it? (dunno if this'd work).
This will work.  Build and then remove your wall, or else build a floor over it.
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Renzuko

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Re: The DF2010 Little Questions Thread
« Reply #10513 on: April 07, 2011, 08:15:14 pm »

hehehehehehehehehe...

an elven caravan brought a giant desert scorpion...and this is only the second year of my fort, i know i need a dungeon master to tame it, but do i need one to train it into a war animal? if so, how do i mod the stuff to make it a war giant desert scorpion to give to my militia captain lol
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JAFANZ

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Re: The DF2010 Little Questions Thread
« Reply #10514 on: April 07, 2011, 08:31:48 pm »

[NVM, apparently the "information" I provided in this post was inaccurate. sorry]
« Last Edit: April 07, 2011, 09:31:57 pm by JAFANZ »
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